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Endless Corridor being a mostly visual trope, it doesn't fits here; this is the more fitting one.


* 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.


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* UnnaturallyLoopingLocation: ''[=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.

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The third game, sends the player into the ruined city of Myth Drannor. It was not made by the original developers, and is generally considered a massive disappointment.

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The third game, game (''Assault on Myth Drannor'') sends the player into the ruined city of Myth Drannor. It was not made by the original developers, and is generally considered a massive disappointment.









* MissionControlIsOffItsMeds: In ''The Legend 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.]]



* MissionControlIsOffItsMeds: In ''The Legend 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.]]
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* AlienBlood: Xanathar bleeds green when he's finally killed
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The second, generally thought to be the best of the series, involves the party checking out an ancient temple for Khelben "Blackstaff" Arunsun. It offers more roleplaying content, and a more proper ending.

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The second, second (''The Legend of Darkmoon''), generally thought to be the best of the series, involves the party checking out an ancient temple for Khelben "Blackstaff" Arunsun. It offers more roleplaying content, and a more proper ending.



* 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.]]

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* MissionControlIsOffItsMeds: In ''The Temple Legend 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.]]

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* DetectMagic: A standard spell to determine which of the items you found are enchanted, by giving them a blue glow. It doesn't give any further information, though.



* 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." Since this is a ''D&D'' game, you'd expect it to be a cryptic mention about about[[invoked]] 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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*** The most useful place early on is the kenku (bird-men) level. They're worth a lot of 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.

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*** The most useful place early on is the kenku (bird-men) level. They're worth a lot of 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. They also spawn regularly in a level you can easily leave to rest in a safe place and return.
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** On the other hand, if a beholder ''just'' paralyses some members of the party, you've gotten off lucky.

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** On the other hand, if a beholder ''just'' paralyses paralyzes some members of the party, you've gotten off lucky.

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* FauxFirstPerson3D


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* FoodAsBribe: The consumable Kenku eggs found on level 7 can be used to bribe the Drow guards, making them abstain from attacking you.

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''Eye of the Beholder'' is a trilogy (or just [[CanonDisContinuity a pair]]) of [[RolePlayingGame RPGs]] developed in the early nineties, the first two by Creator/WestwoodStudios that would later be known from games such as ''VideoGame/CommandAndConquer'', and the third one by Strategic Simulations Inc., that also published all three games.

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''Eye of the Beholder'' is a trilogy (or just [[CanonDisContinuity a pair]]) of [[RolePlayingGame RPGs]] developed in the early nineties, the first two by Creator/WestwoodStudios that would later be known from games such as ''VideoGame/CommandAndConquer'', and the third one by Strategic Simulations Inc., that also published all three games.



All games are first-person, and feature an adventure party, between four to six members, going on quests and fighting evil. The first game has them hired by the lords of Waterdeep to investigate an evil residing under the city. It had an AbsurdlySpaciousSewer, not just one but ''two'' ruins of lost civilizations beneath Waterdeep, and an [[AWinnerIsYou infamous ending,]] where the player was treated a window of text before dumping them back to DOS (the Amiga version, however, added a proper ending cutscene). The second, generally thought to be the best of the series, involves the party checking out an ancient temple for Khelben "Blackstaff" Arunsun. It had more roleplaying content and much better ending.

The third game, assuming you're willing to [[FanonDisContinuity acknowledge its existence,]] sends the player into the ruined city of Myth Drannor. It was not made by the original developers, and is generally considered a massive disappointment.

to:

All games are first-person, and feature an adventure party, between four to six members, going on quests and fighting evil. The first game has them hired by the lords of Waterdeep to investigate an evil residing under the city. It had an AbsurdlySpaciousSewer, not just one but ''two'' ruins of lost civilizations beneath Waterdeep, and an [[AWinnerIsYou infamous ending,]] where the player was treated a window of text before dumping them back to DOS (the Amiga version, however, added a proper ending cutscene).

The second, generally thought to be the best of the series, involves the party checking out an ancient temple for Khelben "Blackstaff" Arunsun. It had offers more roleplaying content content, and much better a more proper ending.

The third game, assuming you're willing to [[FanonDisContinuity acknowledge its existence,]] sends the player into the ruined city of Myth Drannor. It was not made by the original developers, and is generally considered a massive disappointment.



The trilogy is now available on Website/GogDotCom as ''[[http://www.gog.com/game/forgotten_realms_the_archives_collection_one Forgotten Realms: The Archive Collection One]]''

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The trilogy is now available on Website/GogDotCom [[Website/GogDotcom GOG.com]] as ''[[http://www.gog.com/game/forgotten_realms_the_archives_collection_one Forgotten Realms: The Archive Collection One]]''
One]]''



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** ''[=EotB1=]'': Explosives Runes, but only in the remakes.
** ''[=EotB2=]'': Gas spores.

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** ''[=EotB1=]'': Explosives Runes, but Runes blast in your face when read (but only in the remakes.
remakes).
** ''[=EotB2=]'': Gas spores.spores explode like a fireball if they take even a mere scratch.


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* ResurrectionSickness: As the games are based on ''AD&D'', the ''Raise Dead'' spell can revive characters, but with only 1 hit point, requiring further healing magic to bring them to full health. Also, their food bar is automatically emptied, meaning they start starving if they don't eat immediately after resurrection.

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* EightiesHair: The drow named Shindia Darkeyes.
* AbsurdlySpaciousSewer: The first game begins in Waterdeep's sewers.

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* EightiesHair: The drow named Shindia Darkeyes.
Darkeyes has a frizzy head of hair.
* AbsurdlySpaciousSewer: The first game begins in Waterdeep's sewers. It's inhabited by kobolds, giant leeches, [[TheUndead zombies and skeletons]], as well as flinds and [[FishPeople kuo-toas]].



* 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 times a beholder deign speaking to the party rather than attacking on sight.

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* HelpImStuck: In ''[=EotB2=]'', there is a round hole in the ceiling allowing to rise up to the next level floor 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 times a beholder deign speaking to the party rather than attacking on sight.



** This can also be used to identify unknown magic items. You can taste a potion or fire a charge from a wand to see what it does, and then (especially if a potion proves to be {{Poison|Mushroom}}) reload the game, thus not having wasted a dose or wand charge.

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** This can also be used exploited to identify unknown magic items. You can taste a potion or fire a charge from a wand to see what it does, and then (especially if a potion proves to be {{Poison|Mushroom}}) reload the game, thus not having wasted a dose or wand charge.



** ''Shield'' is very useful against enemies using ''Magic Missiles''; problem is, it only affects the caster, thus it may force you to put the SquishyWizard in the front row to protect the whole party.



* VoiceWithAnInternetConnection: Khelben Blackstaff, in the second game.

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* VoiceWithAnInternetConnection: Khelben Blackstaff, in the second game. After hiring the party to investigate the Temple of Darkmoon, he uses his magic to contact them regularly and give some piece of advice.

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* SaveScumming: Quite useful, especially if you save just before a character gain a level (and thus can "re-roll" the HitPoints for a better result).

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* SaveScumming: Quite useful, especially if The games can easily be abused through this method, beyond just resetting an encounter that went badly.
** First, since it is a game based on ''TabletopGame/DungeonsAndDragons'', gaining a level bring a random amount of HitPoints. By keeping a close eye on the characters' experience score,
you can save just right before a character gain a fight that will bring enough XP to level (and up; if the HP "roll" is not high enough, you can reload and retry until getting the maximum.
** This can also be used to identify unknown magic items. You can taste a potion or fire a charge from a wand to see what it does, and then (especially if a potion proves to be {{Poison|Mushroom}}) reload the game,
thus can "re-roll" the HitPoints for not having wasted a better result).dose or wand charge.
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* PermanentlyMissableContent: In the first game, on the Drow levels (Floor 7), there are three rooms behind doors close to each other, each with a rare magic item: "Slicer", a short sword +3; a set of +3 bracers; and a ring of wizardry. Opening one door seals the two other close; there is no way to get all three magic items.[[note]]Well, there is a way, but that involves editing the data code of the save file... you're not supposed to do that.[[/note]]

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* PermanentlyMissableContent: In the first game, on the Drow levels (Floor 7), there are three small rooms behind doors close to each other, each with a rare magic item: item inside: "Slicer", a short sword +3; a set of +3 bracers; and a ring of wizardry. Opening one door seals the two other close; shut; there is no way to get two or all three magic items.[[note]]Well, there is a way, but that involves editing the data code of the save file... you're not supposed to do that.[[/note]]
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* PermanentlyMissableContent: In the first game, on the Drow levels (Floor 7), there are three rooms behind doors close to each other, each with a rare magic item: "Slicer", a short sword +3; a set of +3 bracers; and a ring of wizardry. Opening one door seals the two other close; there is no way to get all three magic items.[[note]]Well, there is a way, but that involves editing the data code of the save file... you're not supposed to do that.[[/note]]

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* EightiesHair: The Drow named Shindia Darkeyes.

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* EightiesHair: The Drow drow named Shindia Darkeyes.



* 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.
** In Temple Level 2, placing three gems in a niche opens a secret passage. If you go through it and into a room, the passage closes behind you and you're trapped forever.
** 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.
** ''[=EotB3=]]'' has a down staircase, which leads to an infinte dead-end room if you go through without completing some action first.

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* DeadEndRoom: 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.
** *** In Temple Level 2, placing three gems in a niche opens a secret passage. If you go through it and into a treasure room, the passage closes behind you and you're trapped forever.
** *** 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.
** ''[=EotB3=]]'' ''[=EotB3=]'' has a down staircase, which leads to an infinte infinite dead-end room if you go through without completing some action first.



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

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



* SoLongAndThanksForAllTheGear: Played completely straight with one character in ''[=EotB2=]'' . A {{halfling}} you meet early in the game is locked up, and you have the option to free him. However, the first time you camp with him in the party, he runs off and takes, not the equipment he's carrying specifically, but ''some of the gear of the sleeping party members''. Well, you should have expected it; he's a Thief (the CharacterClass). He even leaves a note basically invoking this trope by name. [[spoiler: You can prevent this by dropping all of your items on the floor before sleeping, leaving him with nothing to take when he leaves.]]
* 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 aforementioned ''Stoneskin'').

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* SoLongAndThanksForAllTheGear: Played completely straight with one character in ''[=EotB2=]'' . A {{halfling}} you meet early in the game is locked up, and you have the option to free him. However, the first time you camp with him in the party, he runs off and takes, not the equipment he's carrying specifically, but ''some of the gear of the sleeping party members''. Well, you should have expected it; he's a Thief (the CharacterClass). He even leaves a note basically invoking this trope by name. [[spoiler: You [[spoiler:You can prevent this by dropping all of your items on the floor before sleeping, leaving him with nothing to take when he leaves.leaves. Or you can just maneuver so that he gets killed by monsters; he's not going to steal anything if dead, and you can still profit of his inventory space.]]
* 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 aforementioned ''Stoneskin'').
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** ''[=EotB3=]]'' has a down staircase, which leads to an infinte dead-end room if you go through without completing some action first.

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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.

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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 times a beholder deign speaking to the party rather than attacking on sight.



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



** Insal the halfling thief. After freeing him from his cell, [[SoLongAndThanksForAllTheGear he robs you the next time you rest]].

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** Insal the halfling Halfling thief. After freeing him from his cell, [[SoLongAndThanksForAllTheGear he robs you the next time you rest]].



* UniversalPoison: Every poisons in the games, whether from monsters or potions, work the same way: the poisoned character lose 5 hit points at regular intervals, until death or healing.



* UniversalPoison: Every poisons in the games, whether from monsters or potions, work the same way: the poisoned character lose 5 hit points at regular intervals, until death or healing.
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A remake of the first game was released for the Super Nintendo, and later for the Game Boy Advance. It was also ported to Mega CD, with music composed by YuzoKoshiro. Note that this remake diverges quite a lot from the original game, both in game mechanics and in that it adds sub-boss enemies.

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A remake of the first game was released for the Super Nintendo, and later for the Game Boy Advance. It was also ported to Mega CD, with music composed by YuzoKoshiro.Creator/YuzoKoshiro. Note that this remake diverges quite a lot from the original game, both in game mechanics and in that it adds sub-boss enemies.

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* WarpZone: The magic portals, especially the room with five of them in ''[=EotB1=]''.

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* WarpWhistle: The games feature magic portals that are activated by special "stone" items, and transport you elsewhere in the dungeon. Each portal has carvings of seven items along its frame, with the eighth empty spot indicating which item should be used. ''[=EotB1=]'' has plenty of them, while ''[=EotB2=]'' only has one. They are usually two-way, however ''[=EotB1=]'' has one portal where the destination spot and the return spot are split and in separate places. This can become a trap since it sends you to a deeper level that you may not be ready to explore yet.
* WarpZone: The magic portals, especially the ''[=EotB1=]'' has a room with sporting five of them the aforementioned magic portals in ''[=EotB1=]''.the same place.
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* SoLongAndThanksForAllTheGear: Played completely straight with one character in ''[=EotB2=]'' . A {{halfling}} you meet early in the game is locked up, and you have the option to free him. However, the first time you camp with him in the party, he runs off and takes, not the equipment he's carrying specifically, but ''some of the gear of the sleeping party members''. Well, you should have expected it; he's a Thief (the CharacterClass). He even leaves a note basically invoking this trope by name.

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* SoLongAndThanksForAllTheGear: Played completely straight with one character in ''[=EotB2=]'' . A {{halfling}} you meet early in the game is locked up, and you have the option to free him. However, the first time you camp with him in the party, he runs off and takes, not the equipment he's carrying specifically, but ''some of the gear of the sleeping party members''. Well, you should have expected it; he's a Thief (the CharacterClass). He even leaves a note basically invoking this trope by name. [[spoiler: You can prevent this by dropping all of your items on the floor before sleeping, leaving him with nothing to take when he leaves.]]
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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.

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Fan Remake goes to Trivia.


* 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.]]

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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.
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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?
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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.
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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.
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!!Tropes:

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!!Tropes:
!!''Eye of the Beholder'' provides examples of:

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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.
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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.

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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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