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What evil lurks in the dank sewers below the city of Waterdeep? Shed some light on the subject and purge the city of this loathsome menace! The EYE of THE BEHOLDER CLUE Boon is a valuable player's guide that provides as little or as much help as you want, in five distinct sections:

1 . Strategy- Hints on: selecting, equipping and deploying characters ; using spells and defeating monsters . 2. Maps-Complete, detailed maps without hints-for easy reference . 3. Hints-Just a push in the right direction for those tricky puzzles in the game . 4. Solutions-Complete solutions for the hardest puzzles in the game - so that any player can complete the entire quest!

5. Treasure Guide- Lists the The sewers beneath special items in the game so you Waterdeep hold many secrets. won't miss a thing! Detailed maps let you know what lies ahead.

ADVANCED DUNGEONS & DRAGONS, AD&D, and the TSR logo are trademarks owned by and used under license from TSR. Inc. 01991 TSR, Inc. ©1991 , Inc. All rights reserved. MADE IN U.S.A . A, STRATEGIC SIMULATIONS, INC

TABLE OF COIfElYI'S INTRODVCTION ...... 1 STORY BACKC,ROVND ...... 2 STRATEGY ...... 3 The Characters...... 3 The Party...... 4 Combat Mechanics ...... 5 WESTWOOD ASSOCIATES CREDITS Attacking ...... 6 Tactics ...... 7 Writers Marc Cram, Michael Legg, Ability Scores and Other Characteristics ...... 8 Eydie Laramore Weapons and Armor...... 9 Spells ...... 10 Special Thanks to Glenn Sperry Non-Player Characters ...... 11 Monsters ...... 13 Solving Puzzles ...... 15 STRATEGIC SIMULATIONS CREDITS MAPS...... 16 Level 1-Upper Sewer Level...... 16 Writers George MacDonald, Level 2-Middle Sewer Level...... 17 Richard Wilson Level 3-Lower Sewer Level...... 18 Dwarven Ruins ...... 19 Kirk Level 4-Upper Level Support By Glen Cureton,)ohn Level 5-Dwarven Ruins and Camp ...... 20 ...... 21 Art, Graphic Design & Level 6-Bottom Level ofDwarven Ruins...... Level 7-Upper Reaches of the ...... 22 Desktop Publishing Lovis SAEKow DESIGN: Level 8-Drow Outcasts ...... 23 Peter Caascoyne Level 9-Lower Reaches ofthe Drow...... 24 10-Xanathar's Outer Sanctum, Mantis Hive ...... 25 Pre-press Production Lovis SAEKow DESIGN: Level Level 11-Xanathar's Outer Sanctum, Lower Reaches ...... 26 Kirk Nichols Level 12-Xanathar's Inner Sanctum ...... 27 ...... 28 Printing American Lithographers, Inc. HINTS...... Level 1-Upper Sewer Level ...... 28 Level 2-Middle Sewer Level...... 28 Level 3-Lower Sewer Level...... 29 Level 4-Upper Level Dwarven Ruins ...... 30 Level 5--Dwarven Ruins and Camp ...... 30 Level 6-Bottom Level ofDwarven Ruins...... 31 Level 7-Upper Reaches of the Drow...... 31 Level 8-Drow Outcasts ...... 32 Level 9-Lower Reaches ofthe Drow...... 33 Level 10-Xanathar's Outer Sanctum, Mantis Hive ...... 33 Level 11-Xanathar's Outer Sanctum, Lower Reaches ...... 34 Level 12-Xanathar's Inner Sanctum ...... 34 SOLVTIONS ...... 36 Level 1-Upper Sewer Level...... 36 ...... 37 in this due book at arry- Level 2-Middle Sewer Level...... Strategic Simulations, Inc. reserves the right to make improvements in the product described ...... 40 time and without notice. Level 3-Lower Sewer Level...... Level 4-Upper Level Dwarven Ruins ...... 43 Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this due book, its quality, mer- Level 5-Dwarven Ruins and Camp ...... 46 chantability or fitness for any particular purpose. Thisclue book is provided "as is." Level 6-Bottom Level of Dwarven Ruins...... 49 ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned by and used under Level 7-Upper Reaches of the Drow...... 51 ...... 55 license from TSR, Inc., Lake Geneva, WI USA. Level 8-Drow Outcasts ...... Level 9-Lower Reaches of the Drow...... 58 Copyright 1991 Strategic Simulations, Inc . Copyright 1991 TSR, Inc . All Rights Reserved . Level 10-Xanathar's Outer Sanctum, Mantis Hive ...... 62 This clue book is copyrighted and includes proprietary information belonging to TSR, Inc . and Strategic Simulations, Level 11-Xanathar's Outer Sanctum, Lower Reaches ...... 64 permitted to sell copies of this clue book to any person or institution except as provided for by written Level 12-Xanathar's Inner Sanctum ...... 66 Inc . No one is reduce agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or Portals ...... 69 to machine readable form this clue book without the prior written consent ofTSR, Inc . TREASURE GVIDE ...... 70 viola- ...... 70 reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright Items By Level Any persons Special Quest Bonuses ...... 75 tion and subject tothe appropriate civil or criminal action at the discretion of the copyright holder(s) . --:1 MRODUCTIOY ~-: -X STORY BACKGROUND ~-:

EYE OF THE BEHOLDER is Strategic locations of the monsters. The Solutions Simulations, Inc.'s first ADVANCED section contains step by step solutions to DVNGEONS & DRAGONS" Legend Series the puzzles, locations of the monsters, and Dear Adventurers, fantasy role playing saga. In this game, a road map of the magic portals in the the characters are hired by the Lords of game. The Treasure section contains lists Of is my sincere hope that you receive this package before Waterdeep to discover the source of an of the treasures in all of the various levels you begin your quest into the sewers beneath Waterdeep . evil presence in the sewers beneath the of the game. This package contains notes found on a drove spy that city. The party must explore the sewers, This clue book acts as a players guide to Could help you on your journey. avoid traps, and battle monsters to EYE OF THE BEHOLDER. A player can get discover the source of the evil. as little or as much help as he likes. The spy was captured two nights ago by dltec, EYE OF THE BEHOLDER (EOB) is different A player who wants to play the game Captain of the Guard . hinder interrogation, the drove from previous AND" computer role play- effectively, but who wants to explore the revealed a disturbing plan . +--le claimed to be working ing games. EOB is based on the AND game for himself can read the Strategy for a being named )Canathar. The spy claimed that Edition rules. It is a real time game, section and ignore the rest. A player who 2nd Xonathar evil crime lord that inhabits the deepest where exploration, puzzle solving, and wants to play the game but who doesn't is an combat all happen continuously in the 31) want to draw maps can use the Maps sec- part of the sewer system . window. EOB also requires more explo- tion and ignore the Hints and Solutions Supposedly, Xanathar magically teleported this drove into ration and puzzle solving than previous sections. A player who wants a push in Waterdeep . AND computer role playing games. the right direction when confronted by a the city to spy on the Lords of Nanathar did difficult puzzle can check out the Hints not have the capability to teleport the spy back into his Because EYE OF THE BEHOLDER is a new section. And, the player who wants to see of AND computer role playing underworld and so gave the spy this package of kind everything in the game can use the game, this clue book is organized in a new information to make the trip back underground safer. Solutions and Treasure sections so that way. The Strategy section contains advice he wont miss a thing. This package includes a map of some of the tunnels and on playing EOB effectively, including how to select a party, fight combat, best use This clue book assumes that you have read caverns beneath Waterdeep. Of also includes several sets spells, choose NPC companions, and the EYE OF THE BEHOLDER Rule Book and of notes that point out traps and monsters to be avoided defeat specific monsters. The Maps sec- Data Card that came with your game. If and items that might be useful on the trek . tion contains the maps to all of the various you have any questions about how to do a levels in the game, but contains no hints specific action, check the Rule Book. If you hlse the information in this package wisely. Of may be or solutions to the puzzles. The Hints have any questions about the installation the advantage you need to defeat this wretched villain, sections contains dues to the solution of or interface, check your Data Card. Xonathae. many of the puzzles in EOB, but it does Armed with all of this knowledge you are not contain the complete answers or the sure to be successful in your quest. Your trusted friend, Khe) bevi e~~". ~ eee~ee~ ~ee~ ee~®® "1""~eeirereererer~eerr a are~resis® .~e~, ~~,

STRATEGY does not limit his HP and his maximum dex- In general, a party should have at least two terity of 19 can increase his AC. As mages characters who can fight well for the front Many elements make up the strategies the means that a character can only do one thing cannot wear armor to increase theirAC, a rank, a character who can cast mage spells, party will use in EYE OF THE BEHOLDER These at a time, a character's ability to do many high dexterity is essential to a mage. An and at least one character who can cast clerical elements include: the characters that make up different things is often not as important as the also allows the party to read the writing on the healing spells. the party, the mechanics and tactics of combat, ability to do one thing very well. drow levels of the game. wall in the l1ghtem the equipment and spells used by the party, the The advantages of multi-classed characters are Cleric: A sin- The party has many choices for the two front NPCs that support the party, the monsters the Human, Half Even, or Even obvious, they combine the abilities of several swiftly gains levels and the abil- rank characters who can fight well. Most party fights, and the techniques used to solve gle-class cleric different classes of character in one. Thus, a Food. races make reasonable fighters, and fighter, puzzles. ity to cast useful spells like Create fighter/mage can both melee effectively and Humans, Half Elves and Elves can all have a paladin, and ranger class characters can all The Characters cast spells, though he can do neither as well as maximum wisdom of18 (thus gaining the fight well. Even single-class cleric and dual a single-class fighter or mage with the same and have no level class fighter/cleric characters can be effective There are many strategies for putting together maximum bonus spells) amount of EXP. Multi-classed characters are rank characters in the beginning levels of an effective party of characters . Certain combi- restrictions in this game. front often useful to add an additional capability to a the game. Also, most of the NPC characters nations of character classes and race are more Half Even Fighter/Mage/Cleric: This is the party, such as thieving skills or additional the party meets later in the game can fight effective than others . character with the most diverse talents in the clerical healing spells. well and could be used in the front rank. almost every Single-Class vs. Multi-Lass game. This character can use Racial Advantages in the game (excluding lockpicks), and Spell Casters Non-human characters can be multi-classed item Because of the monsters and situations in fight, can cast offensive of various spell casters is also characters, but that does not mean that they has a limited ability to The choice the EOB, certain race/class combinations are very and heal. Unfortunately, a half elven important to the strategy of the party. One must be multi-class characters. Single-class spells, effective. The following are some specific types will go up levels extremely character who can cast mage spells is normally characters have a number of advantages over fighter/mage/cleric ofcharacters and their advantages. and will have very few HP for most of sufficient for most parties. Mages must find multi-classed characters with the same amount slowly, their higher level spells on scrolls; the supply of EXP Dwarven Fighter: A dwarven fighter with a the game. of scrolls is limited, so it is not efficient to high constitution has a high resistance to Elven Fighter/Mage/Thief. The thiefly coun- Single-class fighters have several advantages . divide those spells among several mages in a poison, which makes it much easier to fight terpart to the half elven jack of all trades listed With the same amount of EXP, they will aver- party. giant spiders. A dwarf fighter can also have a before . This character can use literally every age many more HP and have a better chance Constitution of 19, which can further increase and can pick locks as well. useful to have two characters who to hit than multi-class fighter combinations. item in the game It is often his HP Adwarfalso allows the party to read Unfortunately, an elven fighter/mage/thief can cast clerical healing spells . It is important Single-class clerics and mages will gain higher the writing on the wall in the dwarvish levels will also go up levels extremely slowly, and not to get caught after a battle without a level spells much sooner than multi-class cleric of the game. will have very few HP for most of the game. conscious cleric . Aconscious cleric with a few or mage combinations. Spell casters become Cure Light Wounds spells can heal as many Human Paladin: Only humans can be Gnome Cleric/Thief: Agnomish cleric/thief much more useful when they reach 5th level HP in hours, as a party without a conscious paladins. Paladins can fight as well as any makes a good character to fill out a party that and can cast the 3rd level spells Fireball and in many days of rest. fighter, plus they have the ability to heal by cleric. The cleric/ cleric could heal Create Food. already has a single-class laying on hands and, they have the ability to thief gives the party additional clerical healing Party Makeup Characters can more effectively specialize in cast some low level clerical healing spells spells plus the thieving ability of picking locks. One strategy is to create a party ofspecialists EOB than in other AD&D computer rote play- when they reach ninth level. who go up in levels with the fewest number ing games. With careful play, rear rank charac- The Party Even Mage: A single-class mage gains levels of EXP. This party works well so long as the ters will seldom get into melee combat. This swiftly and will quickly gain the ability to cast A party should include a good mix of classes warriors in the front rank never let the spell makes a single-class mage a viable character useful spells like Fireball. An elven mage with and races to deal with the many horrors in casters in the rear rank get into melee. by reducing the effect of his limited abilities in a high dexterity has a high AC, which makes EOB. The player will need to decide upon melee. Also, the real time nature of EOB it easier to survive stray thrown weapons. As his overall party strategy before making the a mage, an elf's maximum constitution of 17 characters in his party. r

Specialist Party: Dwarven Fighter Human THACO Attacking characters who use thrown weapons may wish to carry a shield or short sword at the top Paladin, Elven Mage, and Half Elven Cleric A character's THACO represents his ability Characters generally engage in melee combat, to hit enemies. THACO stands for of their belt pouch. This shield or short sword Another strategy is to create a party of To Hit which is face-to-face fighting with weapons Armor Class 0. This is the number a will be readied automatically after they attack generalists who are multi-classed characters . such as swords and maces. Characters also character must 'roll' equal to or greater with the last of their thrown weapons. This party should always have some character than have other options, such as casting spells and to do damage on a target with an AC of0. with the appropriate skill for a situation. But, ranged combat, with bows and slings. Be sure to recover your ranged weapons after The lower the attacker's THACO, the better and to collect all ofthe ranged such a diverse party will take a lot of EXP to In general, a character attacks the enemy in each battle his chance to hit the target. Acharacter's weapons you can find. Ranged weapons get get to higher levels. the front rank on his side of the screen. When THACO is based on his class and level. used up quickly in battle, and they may have Dwarven Fighter/ Thief, there is only one enemy left in a battle, it Generalist Party: special uses later in the game. Half Elven Fighter/Cleric, Elven Note: the generation of a random num- moves to the center of the square and Fighter/Mage, Half Elven Cleric/Mage ber is often referred to as a 'roll'. In deter- characters from both sides can attack it. Wounded Characters mining if an attack hit, the number Characters who are seriously wounded should Afurther strategy is to have a mixed party Combat Strategies generated is from 1 through 20. The base be moved out of the front rank if possible. It is with specialist warriors in the front rank and To succeed in combat, a skilled player deploys roll is modified by the character's ability much easier to heal a wounded character than generalist spell casters in the rear rank. This his party well, casts effective spells before and scores and any magic weapons . it is to bring a dead character back to life. strategy makes sure that the fighters gain levels during combat, maneuvers his characters into using his (and HP) as quickly as possible, but that the An attack is successful if the roll is greater than advantageous positions, and attacks Moving and F9ghting spell casters will have a wide variety of spells or equal to the attacker's THACO minus the most powerful characters and weapons. If you are exploring an area, move with the compass on the screen to facilitate mapping. available. target's AC. Deploying the Party Ifyou are moving through an explored area, Mixed Party: Dwarven Fighter, Human Keep the heavily-armored fighters in the front Example: A fighter with a THACO of move with a spell menu on the screen and an Paladin, Half Elven Cleric/Mage, Gnome rank and the vulnerable mages and thieves in 15 attacking a monster with an AC of 3 attack spell showing. Always move with the Cleric/Thief. the rear ranks. would need to roll: (THACO 15) - (AC Adventure Screen up, you can't fight from the a monster an Equipping the Party Combat Mechanics 3) =12+. But to hit with Equipment or Character Screens. AC of -2 he would need to roll: Equip characters in the front rank with the Vnderstanding the combat mechanics used in With both the adventure screen and spell (THACO 15) - (AC -2) =17+ most powerful melee weapons you can find. menu up you are prepared for battle. Prepare EYE OF THE BEHOLDER allows the party to use See the Weapons Table to see how much battle before you open any door, climb or the most effective weapons and tactics in dif- Damage damage each type of melee weapon can do. for descend stairs, or push a button that could ferent situations. Each character's ability in When a hit is scored, the attacker does As soon as you find enough weapons, war- open a door or secret wall. Monsters often lurk combat is defined by his AC, THACO, and damage. Damage is the range of HP loss the riors should carry a one handed weapon in behind closed doors or secret walls, and mon- damage. attacker inflicts when he hits an opponent in their primary hand and a short sword in their sters are always ready for combat. AC combat, and it depends on the attacker's secondary hand. strength and weapon type. The damage each Remember that you can move and fight at the Acharacter or monster's difficulty to be hit is Equip characters in the rear ranks with the weapon can do is summarized in the Weapons same time. You can move backwards to dodge represented by his Armor Class or AC. The most powerful ranged weapons you can find. List. an enemy melee attack. You can move side- lower the target's AC, the harder it is to hit See the Weapons Table to see how much ways to dodge an enemy ranged attack. You the target. AC is based on armor and a Some monsters take only partial or no damage damage each type of ranged weapon can do. can even run away and close a door behind dexterity bonus. Some magic items also help from certain weapon types. Skeletons, for Spell casters should have their holy symbols you to get away from a particularly nasty fight. a character's AC. example, take only half damage from sharp or and spell books in-hand, ready to cast spells . edged weapons. Characters who use thrown weapons should carry weapons both in-hand and in their belt pouch for quick reloading. Front rank f1ghLingfrom theKeyboard Once you can move the item highlight and Levels 4 &5 Strength Chart Fighting from the keyboard takes a little more use weapons quickly, add moving and casting The giant spiders have a poisonous bite. Asiury MELEE Hry DAMAGE SCORE PROOALRITT AOJOsiMELLT planning than fighting with a mouse. To fight mage spells to the combat rhythm. In general, The party should learn 'shoot and scoot' tactics effectively, quickly choose the item you want if the combat situation requires that the party to keep out of melee. These tactics consist of 3 -3 -1 to attack with and press the V key to Use it. move, then interrupt your combat rhythm and teaming to move backwards while attacking 4-5 -2 -1 move! To cast spells effectively in combat, take with ranged weapons and spells . 6-7 -1 none There are two ways to move the item high- the first spare instant to Use a mage's spell 8-15 normal none light and choose the item you want to attack Level 6 book and open the spell menu. Resume 16 normal +1 with: the A, S, W, and Z item cursor keys, The kenku have multiple ranged attacks, attacking with weapons until you have 17 +1 +1 and the F1-F6 character selection keys. The travels in groups, and can surround a slow another spare instant, then choose the spell 18 +1 +2 party's equipment should be set up to take moving party. The party should learn to keep level, the spell within that level, and then cast 18/01-50" +1 +3 maximum advantage of the way you move dodging until the flock has expended all of its the spell. You can eliminate choosing the spell the item highlight. ranged attacks. The party also needs to learn to 18/51-75` +2 +3 within a level if you memorize only the attack use area effect damage spells, like Fireball, to 18/76-90' +2 +4 you use A, W, and Z, item cursor If the S, spells Magic Missile, Melf's Acid Arrow, clear out the flocks quickly and to move 18/91-99' +2 +5- keys to move the item highlight, place the six Fireball, Ice Storm, and Cone of Cold. swiftly so as not to get trapped in a corridor 18/00- +3 +6 weapons the party uses most in the primary With a little planning and practice, you can with foes both in front and behind . 19# +3 +7 and secondary hands of the front rank fight as effectively with the keyboard as you 20# +3 +8 characters and in the primary hands of the first There is a wizard on level 6 that has many can with the mouse. While the party's attacks 21# +4 +9 two rear rank characters. Before a battle, start area effect spells. Here the party needs to learn may sacrifice some flexibility, they will gain in 22# +4 +10 the item highlight on the primary hand of the 'hit and run' tactics. These tactics are to dodge consistency and rhythm. These bonuses areavailable only to fighters, paladins, character in the upper right hand corner. back around a corner, strike at their foe as he and rangers. Practice quickly moving the item highlight in presents his flank, and then dodge back again Tactics #These scores are only possible in this game through a circle through these six items, Using each as he turns to face the party. The object of this The monsters on the first several levels are magic. item in turn. By the time the cursor gets back tactic is to always avoid the enemy's each designed to require a different combat to the first item, that item should be ready to devastating fire power. Dexterity strategy for maximum effectiveness. The Use again. Level 7 The Dexterity Chart lists the modifiers to mis- player should try to learn different combat sile hit probability and the AC adjustment Ifyou use the F1-F6 character selection keys to strategies fight each type of monster most The drow have weapons coated with a to based on the character's Dexterity. move the item highlight, place the four to six effectively. paralyzing poison and have a significant weapons the party uses most in the primary resistance to magic. The party should learn to Dexterity Chart hands of each ofthe characters. Before a battle, Levd 1 rely on missile fire and maneuver, instead of The monsters on level 1 do not have special Aslury MWLE Hrr AC start the item highlight on the primary hand of magic and melee, to defeat their foes. SCORE PRORALRITT A0.R6rME31T abilities or weaknesses . It only requires that the character in the upper right hand corner. 3 -3 +4 the party learn to melee effectively to survive. Once the party has learned all of these Practice using the F1-F6 keys to quickly mov- tactics, they have a chance against any of the 4 -2 +3 ing the item highlight in a circle through these Levd 2 monsters in the game. All the party has to 5 -1 +2 four to six items, Using each item in turn. The monsters on level 2 are undead. The party do then is decide which tactic is most effective 6 0 +1 By the time the cursor gets back to the first should learn that these monsters can be turned in each situation. 7-14 0 0 Use again. item, that item should be ready to by a cleric who has his holy symbol ready and 15 0 -1 in-hand. Ability Scores and Other 16 +1 -2 Glfaracterisflcs Levd 3 17 +2 -3 The kuo-toa have ranged attacks. The party Strength 18 +2 -4 should learn to dodge the ranged attacks The Strength Chart lists the modifiers to melee 19 +3 -4 before closing with the monster to melee. hit probability and the damage adjustment based on the character's Strength .

Consdtudon ranged weapons. Note the Classes sections Armor Chart Hold Person, Fireball, Lightning Bolt, Fear, ARMOR TYPE BASE AC The Constitution Chart lists the Hit Point starting on page 23 in the rules that limit some Ice Storm, Cone of Cold, *Flame Strike and Adjustment that a character gets every level. character classes to certain weapons. Robe 10 Hold Monster. These are ranged magical Shield' 9 attacks that can affect several monsters in an Constitution Chart The Weapons Chart lists the weapons with Leather Armor 8 area. Because of the damage they can do, they their range of hit point damage versus small, ABILITY HIT POINT Scale Mail 7 are often the preferred offensive spells of high- SCORE ADJUSIMENT medium, and large-sized creatures. The Chain Mail 5 er level spell casters. 3 -2 damage done by a melee weapon is adjusted Banded Armor 4 These area effect spells are especially effective 4-6 -1 by the attacking character's strength and any Plate Mail 3 when fighting many monsters. Look closely at 0 magical bonus the weapon may have. 7-14 * A shield subtracts 1 AC from any armor it is used with . the area of effect of the various spells. The 15 +1 Weapons Chart Boots, helmets, and non-magical bracers may look like spells that affect several squares are more 16 +2 DAMAGE VS . DAMAGE VS. armor, but they do not modify a character's AC. They can effective against monsters that cannot attack in 17 +2 (+3)` SMALL $ MEDIUM URGE safely be left as weights on pressure plates . Magical groups. The spells that effect a single square bracers, however, can modify a character's AC . 18 +2 (+4)' MELEE WEAPOIIC are most effective against monsters that attack 19 +2 (+5)" Staff' 1-6 1-6 Specs in groups. "Them bonuses areavailable onlyto fighters, paladins, Mace 2-7 1-6 Two of these spells take special care when they and rangers ; for all other classes the maximum hit point Short Sword 1-6 1-8 Spells are an important part of a party's adjustment for constitution is +2 are used. If the target of an Ice Storm spell is Flail 2-7 2-8 capabilities. The spells that the party's spell effect within melee range of the party, the party will Axe 1-8 1-8 casters memorize will have an important MACO on the party's tactics. also take damage from the spell. The Hold THACO is not an ability score, but it is an Long Sword 1-8 1-12 Person spell only affects kobolds, dwarves, and important characteristic . The THACO Chart Halberd' 1-10 2-12 In the following section, the spells have been drow. lists a characters base THACO for his class URGING Wumns: divided into types: Offensive Spells, Defensive and level. Rock 1-2 1-2 Spells, and Other Spells. There are specific Defensive Spells Dart 1-3 1-2 hints on when each type of spell is most Armor, *Protection from Evil, Shield, THACO Chart Dagger 1-4 1-3 effective. Spells that are available only to *Magical Vestment, *Protection from Evil CRARACra LEVEE Spear 1-6 1-8 clerics are marked with an *. 10' Radius and Stoneskin: These spells Cuss 1 2 3 4 5 6 7 8 9 10 11 protection against physical RANGED WEAPONS: mainly provide Cleric 20 20 20 18 18 18 16 16 16 14 14 Offensive Speils Sling & Rocks* 1-4 1-4 attacks. Cast these spells on your front rank Fighter 20 1918 17 1615 141312 11 10 Burning Hands, *Cause Light Wounds, dangerous battles. Bow & Arrows' 1-6 1-6 characters just before Mage 20 20 20 19 19 19 18 18 18 17 17 Shocking Qrasp, *Flame Blade, Vampiric Stoneskin is often the preferred physical defen- ' These two-handed weapons must be used from the prima- Paladin 20 19 18 17 16 15 14 13 12 11 10 Touch, *Cause Serious Wounds and sive spell of higher level spell casters. ry hand. *Cause Critical Wounds: These are hand to Ranger 20 19 18 17 16 15 14 13 12 11 10 : These spells mainly Armor hand magical attacks. The spell caster must be *Bless and *Prayer provide protection against magical attacks. Weapons and Armor Armor provides a character a base AC. The in the front rank to attack with them. Because of the time it takes to cast these spells and the Cast these spells on your front rank characters Weapons lower the character's AC, the harder it is for vulnerability of many spell casters, they are just before dangerous battles. classes: melee, an attack to hit. AC is based on the character's Weapons are divided into 3 normally the offensive spells of last resort. thrown, and fired. Melee weapons are used armor and his dexterity bonus. Some magic Healing Spells only in close combat, while thrown and fired items also help a character's AC. Magic Missile, Melf's Acid Arrow and *Cure Light Wounds, *Aid, *Cure Serious weapons are used at range. Characters in the Classes sections starting on page 23 Flame Arrow: These are ranged magical Wounds, and *Cure Critical Wounds: These Note the Aid spell front rank can use melee and ranged weapons. in the rules that limit some character classes to attacks that affect only one monster at a time. spells replace a character's lost HP The Characters in the rear ranks can only use of armor. The Armor Chart lists They allow the spell caster to attack from the can increase a charactees HP over his normal certain types increases HP tem- the types of armor in EOB and the base AC safety of the rear ranks. They are the favorite maximum value, but only they provide a character. offensive spells of lower level mages.

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porarily. Cleric class characters should always The NPC list shows the character's class, Dorhum Keirgar have a few Cure Light Wounds spells memo- alignment, race/gender, ability scores, and Class: Level 3 Fighter Class: Level 5 Fighter rized to quickly heal the party while resting. maximum hit points . The list also shows the Alignment: Lawful-Good Alignment: Neutral-Good location where you find the NPC, his initial Race/Gender: Dwarf Male Race/Gender: Dwarf Male *Slow Poison, *Remove Paralysis, status, and any equipment the NPC has Str: 18/291nt :13 AbiIilyScores: Str:18/921nt:15 *Neutralize Poison: These spells slow or Ability Scores: on-hand or nearby. Wis:11 Dex: 16 Wis:15 Dex: 12 remove the effects of poison or paralysis. Keep Con: 17 Cha: 14 Con: 19 Cha:17 a number of these spells memorized whenever Tod Uphill Hit Points: 28 Hit Points : 45 the party is anywhere near a monster who can Class: Level 5 Thief Location: Level 5, location 27 Location: Level 10, location 15 poison or paralyze the party. Alignment: Chaotic-Neutral Status: Okay Status: Injured (captive) *Raise Dead: This spell will bring a character Race/Gender: Male Equipment: Dwarf Helmet, Chain Equipment: None Rations, back from the dead. Keep one of these spells AbiIityScores : Str:171nt:11 Mail, Axe, 2 memorized once your cleric gets to a high Wis: 14 Dex: 19 Potion of Healing enough level. Con: 18 Cha:16 Hit Points : 32 Baia Other speUs Location: Level 1, location 2 Class: Level 6 Cleric Class: Level 6 Ranger Detect Magic: This spell is very useful in Alignment: Lawful-Good Alignment: Chaotic-Good evaluating the items the party picks up during Status: Dead (bones) Race/Gender: Half Elf Female Race/Gender: Elf Male the game. The spell causes all magical items Equipment: Lockpicks Ability Scores: Str:101nt:12Wis :9 Ability Scores : Str:161nt: 14 carried by the party to glow blue. Anya Dex:15 Con: 17 Wis: 16 Dex: 18 Invisibility and Invisibility 10' Radius: Class: Level 4 Fighter Cha:17 Con: 17 Cha: 7 Invisibility is a useful defense for a character in Alignment: Chaotic-Good Hit Points: 52 Hit Points: 45 the rear ranks who avoids attacking. Invisibility Race/Gender: Human Female Location: Level 7, location 19A Location: Level 10, location 36 10' Radius is useful to hide the entire party AllIityScores: Str:18/591nt:5 Status: Dead (bones) Status: Dead (bones) from mystic sensors and prying eyes. Wis: 11 Dex: 14 Equipment: Holy Symbol Equipment: Skull Key Con: 16 Cha: 9 Even when the party is invisible, most Hit Points: 45 Beohram Kirafh monsters will sense the party's general Location : Level 3, location 40 7 Mage location, though the monsters get big penalties Class: Level 7 Fighter Class: Level on attacks against invisible targets. Status : Dead (bones) Alignment: Lawful-Good Race/Gender: Half-Elf Male Equipment: Leather Armor, Long Race/Gender: Human Male Alignment: Neutral *Create Food&Water: This spell is very useful Sword, Spear AbilityScores : Str: 171nt: 9 Wis:15 AbiIityScores: Str:11lint: 17 in the lower levels of the dungeon where food Dex:13 Con: 18 Wis: 13 Dex: 18 is scarce. Be sure to memorize this spell before Ta_qhor Cha:17 Con: 8 Cha: 12 the party begins starving not after! Class: Level 5 Fighter Hit Points: 55 Hit Points: 21 Alignment: Chaotic-Good Haste: This spell is especially useful when Location : Level 9, location 57 Location : Level 11, location 60 Race/Gender: Dwarf Male fighting monsters who are very fast. The Status : Dead (bones) Status : Dead (bones) Haste spell allows a party to make melee Ability Scores : Str:171nt: 11 Equipment: Helmet, Holy Equipment: +2 Bracers of Wis: 15 Dex: 15 attacks much faster. Cast this spell on your Symbol, Plate Mail, Defense, +5 Dagger, Con: 19 Cha: 9 +5 Long Sword +2 Ring of party just before dangerous battles, Hit Points : 45 called "Severious,' Protection, Robe +5, Shield, Dagger Spell Book hlon-Player Characters Location: Level 4, location 39 Status : Injured There are nine non-player characters that can Equipment: Dwarf Helmet, join the party throughout adventure. the Some Chain Mail, Axe are found as bones that can be resurrected. 12 "Wme L

Monsters They have a fondness for ambushes, so be Levd 7 Levd B ready for battle as you open doors, turn cor- Drow Elf: Most drow, outside of the area Displacer Beast: These creatures have Level 1 covered in EYE OF THE BEHOLDER, kill strangers powerful melee attacks and have the power to These creatures are weak alone, but ners, and move through areas they inhabit. Kobold : on sight. The drow elfcommunity in EOB has 'displace' their image up to three feet from they can be dangerous when they attack in All types of weapons are effective against these creatures. a pact with Xanathar and are used to dealing their actual location. Because of this ability, packs. All types of weapons are effective with non-drow. They may even be willing to displacer beasts are difficult to hit with melee against these creatures. The clerical spell Hold Levels 4 8' 5 bargain with wandering adventurers. and ranged weapons, so it is best to engage Person is especially effective against Kobolds. Spider, Qiani: These creatures are extremely them with spells. The drow can pack together to attack as a Leech, Cziant: These creatures are slow and dangerous due to the lethal poison in their group and have a high resistance to spells. Rust Monster. These creatures have an can only attack one at a time, but they are bite. These creatures can only attack one at a In melee, they attack with long swords coated insatiable appetite for all metal. When you much tougher than kobolds and can do a lot time, but are quick and takes several hits to with a short-term paralyzing poison. Use the encounter a rust monster, immediately move more damage when they hit. All types of kill. party's maneuverability to stay out of melee characters without metal armor to the front weapons are effective against these creatures, The best strategy when fighting a spider is to with the drow and use ranged weapon attacks rank and keep retreating to protect the party's but a novice party might want to keep their retreat and engage the spider with ranged against them as long as you can. metal equipment. While retreating, engage the distance and attack leeches with ranged weapons and spells. Dwarves with high con- rust monsters with ranged weapons and spells . weapons and spells . stitution scores are resistant to poison and Skeletal Lord: These creatures are an elite force should be in the front rank in case the spider of evil warriors created from the bones of fallen Level 10 Level 2 heroes. They can attack quickly, are very tough, Mantis Warrior: These creatures are Skeleton: These creatures attack quickly and catches the retreating party. After each battle, weapon and can pack together to attack as a group. The extremely fast and carry two weapons, a can pack together to attack as a mob. The best be sure to quickly pick up your ranged best defense against a group of skeletons is to thrown dagger and a halberd for melee defense against a group of skeletons is to turn ammo and keep an eye out for other spiders. turn them by readying the holy symbol of the attacks. The halberd is coated with the mantis them by readying the holy symbol of the Your cleric plays an important role in the party's highest level cleric. Skeletal lords take warrior's paralyzing saliva. When you spot a party's highest level cleric . Skeletons take half party's survival after a character is poisoned. half damage from piercing and slashing mantis warrior, sidestep until he has expended damage from piercing and slashing weapons If a character is poisoned, its is best to cast a weapons like swords and daggers. his dagger, retreat to keep out ofmelee, and like swords and daggers. Slow Poison spell on them and look for a engage with ranged spells. Poison, or a friendly Levd 8 Zombie: These creatures attack more slowly Potion of Cure NPC Drider: These creatures have powerful melee Levd 11 than skeletons but they too can pack together cleric with a Neutralize Poison spell. attacks, a high resistance to spells, and are Mind Flayer These creatures are almost to attack as a mob. All types of weapons are Levd 6 armed with two spears that they used as completely resistant to magic and their effective against zombies, but the best defense Kenku: These creatures can pack together to ranged attacks. When you spot a drider, invisible psionic attack can paralyze the entire against a group of zombies is to turn them by attack as a group and can throw two Magic sidestep until he has expended his spears and party. When a mind flayer turns to face the readying the holy symbol of the party's highest Missile spells at range before they close to then engage with ranged and melee weapons. party, sidestep quickly to avoid its psionic level cleric . melee. When you spot a flock of kenku, All types of weapons are effective against attack. Retreat around comers and engage the Levd 3 sidestep until they have expended their Magic these creatures, but most spells are ineffective. mind flayer on its flank with ranged and Missile spells. types of weapons are Kuo-Toa: These creatures are slow and can All melee weapons. All types of weapons are Hell Hound: These creatures attack with a only attack one at a time, but they can throw effective against these creatures, but area effect effective against these creatures. spells Fireball are effective way powerful bite and by breathing fire. They are lightning bolts at range. When you spot a like the most to break up their groups. resistant to some spells. They often attack in Xorn: These creatures are slow and tough, do kuo4oa, sidestep its initial lightning bolt, then packs, but keep sufficiently spread out to avoid a lot of damage when they hit, and are resis- rush in and kill it in melee before the creature There is an entire community of kenku on level area effect spells . Maneuver to keep from tant to some spells. Engage the xom by closing can get another lightning bolt off. All types of 6. Groups of them will continue to attack the being surrounded All types of weapons are to melee, attacking, and then retreating before weapons are effective against these creatures. party as long as they are on level 6. Be careful effective against these creatures. the xom can execute its own powerful attack. not get surrounded, and move swiftly Flind: These creatures can only attack one at a to time, but are fast and can do a lot of damage. through the level to complete your objectives before too many of the kenku are alerted.

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Level 12 LookFor WdUng On 7he Wall -N M"s ~_: Qolern, Stone: Xanathar's stone golems are Ifyou can't seem to to get through an area, less powerful than classical golems ~ecause look for writing on the walls in the area. L4eVel I - on a side wall is difficult to they are built using short cuts and non-tradi- Often, writing t I i 4 i i i t t t t

tional materials. Still, these monsters are spot. Some writing may only be read ifthe t I I t I I ~ I I I I I t ~ t ~ extremely tough, do a lot of damage when partyhas a character of a specific race. 4-- 4--4-- A- - 4- - A- - 4- -4- - 4- - I,- - ~_ - ~, - 4- - 4- - 4- - 4- - _~_ 4- - 4- - 4- - +__ 71- - 4- - 4- - 4- - 4--4-- 4- - 4- - 4- - 4- - 4- - 4 'r ' V- 1- -17 1-- I- - I- they hit, and are resistant to most spells in the t j i i I i ~ t t ; t ; Look For Ifidden Buttons On The Walls game. Engage a golem by closing to melee, I I f I I Always check the walls for secret and hidden 4 attacking, and then retreating before it can buttons and bricks . Moving sideways down 1- - 4- i f execute its powerful melee attack. ~1. ~ I- a wall will often make bidden buttons easier Beholder: Xanatbar the beholder has been to spot. Your watching party since you accepted the i I On Keep YourEye 7he Compass v . I Lord's commission and knows what you are i i Watch the compass as the party moves. There - .1 . 1. - 11 . capable of doing. Defeating him will not be an I f I i I are a number of traps that change the party's .4--4--4-4--4- easy task! t 4 i i facing. Teleporters often reveal themselves I I i Beholders are almost completely resistant to when the party's facing changes. .+_+- 1- - I- - Al- - A magic because of the anti-magic effects oftheir - 4-4-11 . Leave a Tisil of Wead Crumbs' central eye. Abeholder has ranged attacks, If you suspect the party is being teleported that can devastate the entire party To defeat when moving through an area, throw an item the beholder, use the tactics that have worked past the suspected teleporter Watch the item against other monsters, and remember the as you move through the area. The item will clues that you have received throughout the 'disappear' when the party teleports. game. Save the Game Solving Puzzles Save the game anytime you think that some- Solving puzzles is an important part of thing could happen that would hurt the party. completing EYE OF THE BEHoLDEP- The Save the game at the beginning of each level. following are some ideas to use while trying to If a puzzle is difficult to solve, save the game solve puzzles. If you are having trouble with a and then try different solutions. If the monsters specific puzzle, you can get additional help in are attacking the party thick and fast, save the the Hints section. If you are still stumped, you game and try different strategies . If things are can check out the answer to the puzzle in the getting really tough, save before opening doors. Solutions section. Go on Keep nack ofButtons & Leven When all else fails, go on with the game. Some puzzles are activated in one part of the The party does not have to open every door, Wall [E Stairs Up dungeon and executed in another part. Record fight every monsteT, and obtain every item to Hall the position of any button or [ever that has no win the game. Mark down any areas that the [:] [R] Stairs Down obvious function . Ifyou can't seem to get party bypasses. If the party gets stumped in a Pq Door Illusionary or through an area, go back and change these later area, or needs an item to go on, come Moveable Wall buttons or levers one at a time to see if they back and try the puzzle again. make it any easier to get through.

15 16

Level 2 -Middle Sewer Lev( Level 3 - Lower Sewer Leve

Main Level V Sublevel 1 : Corrections Facility Main Level

Ma ^ l0'eI Wall [1] Stairs Up

Correction Facility 60 Hall Stairs Down Shuttle 0 0 Death Section Door Illusionary or Vic~v Side Moveable Wall Sublevel Wall [E Stairs Up 0 Hall E] Stairs Down Door Illusionary or Moveable Wall " Sublevel Q: Death Section 17 18 44- Upper Level Dwarven Ruins WallHall Stairs UpDownWallor

Level

0 0 0 0 Door Illusionary Moveable

19

Level 6 -Bottom Level of Dwarven Ruins Level 7 -Upper Reaches of the Drow

i . I 1 i I . I .J. . ~.._ ~.~ ~... J._ ~_ .1__ I i I I 1 I 1 I I J..

, I I i 1 i I . I

I I I 1 I , I I I

I 1 I-1 1 1 I I , 1 1 1 -1 I 1 I

1 I 1 1201 :1 1 I 1 i 1 I I I I I I

Main Level Wall [1] Stairs Up Wall 0 Stairs Up

Door Illusionary or Moveable Wall t Moveable Wall

Sublevel

21 22

Level 8 - Drow Outcasts I Level 9 - Lower Reaches of the Drow

Wall [1] Stairs Up Wall 0 Stairs Up Hall 0 Stairs Down F-~ Hall [M Stairs Down ® Door Illusionary or Door Illusionary or Moveable Wall Moveable Wall

Level 10 -Xanathar's Outer Sanctum, Mantis Hive Level 11- Xanathar's Outer Sanctum. Lower Reaches

Stairs Up Wall [j] Stairs Up Wall 0 Stairs Down Hall 0 Stairs Down Hall 0 ® Door Vol Illusionary or Moveable Wall

L..-.....' - i , Level 12 - Xanathar s Inner Sanctum 1

The following is a book of notes entitled to bash the door in with his head but "The World Beneath Waterdeep." It was unsuccessful. There must be a secret contains selected notes from the self-pro- button or lever around here somewhere . claimed "famous archaeologist" Wently 19 . Here we found an emergency flood Kelso. The notes refer to the maps in the control door. It is designed so that if the Maps section. They describe his expedi- area flooded any trapped workers could tion to the deepest depths of the sewers of open the door by pushing the button. Waterdeep. The water would rush down into the Level 1-Upper Sewer Level (p. 16) second level saving the workers. Our guide is a mangy of inde- 21 . There is a depression in the north terminate species. I can't pronounce his wall with rolled up papers inside. I am real name, so I call him Bennet, in honor surprised that the papers survived. of my mangy half-brother on my mothers I would have thought that unprotected side of the family. As we followed Bennet paper would rot in the sewer. into the tunnels and catacombs of the Level 2 - Middle Sewer Level (p. 17) sewer system, we can hear the soft foot steps of large dog-like creatures known as We looked down the long dark hole that kobolds. led to the second level of the sewer system. The smell of rotting flesh filled 3. This area was used to control the water our nostrils and we decided that the flow through the first level of the sewer Bennet, our guide, should go down first. system. If the water flowed from the Looking down into the dark, he became north, certain passageways would close to frightened and stopped about five feet prevent the water from flooding the level . down, . We encouraged him to continue The same would happen if the water on by dropping rocks down the hole. flowed from the east. Wall Stairs Up 5. There is a secret passage here, but we 12. According to the city sewer layout, are unable to find a lever or button that Hall Stairs Down some of the doors require a constant flow opens the wall. 0 of water over their pressure plate to Door Illusionary or remain open . Once the water stopped 6 . This door was stuck partially open. Moveable Wall Bennet gripped the bottom of the door flowing over the pressure plate, the door and pulled up as hard as he could. By his would close, to prevent backwash. whining I assume that he has somehow 16. This is a silly place for a dead end. I hurt himself. wonder if we are missing something here? 9. Bennet has informed us that there is a 18. Our guide, Bennet, pointed out a secret passageway to the north. Now secret door here. He tried (with our help) where did that button go to?

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15. If we could just hit the pressure plate Level 3-Lower Sewer Level (p. 18) 56. We had to use up all four of the gems 59. We have found a strange stone we found to open the passageway. What construction with a number of symbols beyond the pit, I know the pit would The stench of sewer gas makes our heads a waste. close. I wonder how heavy our guide is? spin. Our guide, Bennet, has informed us on either side. One symbol seems to be missing. 24. Our guide was overcome by sewer that this is the perfect environment for 57 - 58. These are broken down gas. He spun around a couple of times the kuo-toa. We will have to keep our teleporters . If you step in these areas they 66. Another gargoyle statue. After a thor- and ended up facing the wrong direction. guard up. will teleport you to another part of the ough examination, I pulled the arm, but sewer system 2. We are having a horrible time breath- . nothing happened. Our guide began get- 30 - 33. This area is an emergency exit. ting nervous again, even though there are ing here. The sewer gas steals our breathe S - Z. What curious statues. They are If the water level became too high for the no spiders in sight. I fear that the multiple and clouds our vision. We have been very lifelike. workers to get out, they would step into spider bites are beginning to effect him. this area and it would teleport them to the wandering this hallway for hours. We surface. Vnfortunately, the teleporter has can't seem to get our bearings straight. Level 4 - Upper Level Dwarven Ruins 70. We had a hard time opening this (P" 19) broken down and it will only teleport you 4. The same stench overcomes us again. door. Maybe, it requires a special key. Just as we thought our adventure was to another area within the sewer system. If we could just get our bearings, we coming to an end, we found a stairway 82. As I pulled the chain, our guide's I don't know how we will we ever find could make it down the hallway. sensitive ears picked up the faint sound of our passage out of here. leading down to another level. The stone 12 -14 . There are three tarnished silver work on this level looks nothing like the a wall moving. 40. When our guide read "R.A.TS." he locks here. Our guide is sniffing at the sewers above. Could these stairs lead to 85. There is a dwarven rune that reads, ran in terror. We had to track him down center lock, but it is an important part of the fabled dwarven ruins? Our hopes are "Emergency Exit." I have no idea what and drag him back. The city sewer map the scientific method to try each lock, one high. this means. claims that R.A.TS. stands for Rapid at a time. Access Teleport System. I wonder where 3. The pressure plate through the open 89. We continue going south. Some of it will teleport you to. 25 - 31 . There is a forest of pits and pres- door to the south makes Bennet nervous. the landmarks are starting to look familiar. sure plates in this room. Perhaps if we I think that he is still rattled by the effects I take this as a good sign. However, I 41 . This area appears to be a shuttle of trigger the pressure plates one at a time, of the poison he was hit by in the battle don't know how many more spider bites some kind. We pushed the button and the we can explore the whole room. with the giant spider. our guide can take. door closed. Then, we pushed the button However, I do wonder what is down the 12 . A new type of key! I think it is of again and there was a strange sound. pits. Perhaps we could throw Bennet Level 5 - Dwarven Ruins and Camp dwaTven manufacture. What does the inscription on the side down there and have him take a look. (p. 20) wall mean? 34. There is an interesting dwarven statue It is amazing! After years of research and 40 . Here found the remains of a we fight- on the far wall . It is in the shape of a gar- hard work. I, Wently Kelso, have discov- 51 . We were warned by our guide not to er. I had the facilities or wish we the time goyle with one arm raised. Our guide ered the fabled dwarven ruins beneath push the button on this wall. What does to have her resurrected . our guide know? I pushed it anyway. pulled the gargoyle's arm and nothing Waterdeep. We are now prepared to enter I wonder what will happen. 46 . The sewer gas is so strong here that seemed to happen. Those dwarves are the second level . I wonder what treasure we passed out. When we came to, we such jokers. we will find. 67. This keyhole is different than the found ourselves in the southeast corner 40 . There is another gargoyle statue. 2 - 3. Our guide has informed us that the others we have run into thus far. Does it and facing the opposite direction. require a special key? Bennet, our guide, pulled its arm and a pit rune on the wall reads, "Safe passage. 48 . Bennet translated the rune on the closed. I wonder if a pit closed when we We decided to see how safe it was by wall here. It reads, "Museum". Imagine, a pulled the last gargoyle's arm. pushing our guide into the wall. museum down here. How nice. I just Amazingly, he passed right through. love museums . L1 II

14. I am convinced that the door in the 3. This area was used for diplomatic 1 . We were stopped by Brow and not Level 8 - Drow Outcasts (p. 23) west wall of this room will not open from meetings. The Dwarves would stand on allowed to pass. Bennet reluctantly gave We have survived the drow encampment. this side. Bennet keeps sniffing around the one side and of the pressure plate and their his next breakfast to the drow and then There is no way for us to return to the walls as if he were looking for something. enemy would stand on the other side. we were allowed to go on. surface, our only option is to continue Both parties would lay down their 24. We have found another of those going down. The drow seem to be afraid weapons, and the talks would begin. 4. When we stepped on this pressure strange stone constructions. This one plate we heard a whooshing sound. of us. They will not follow us down to missing a different symbol than the one 10. We met a dark-robed person. He was Luckily, we all ducked behind our guide, the next level. on the level above. very unfriendly and would not give us so Bennet, just before the explosion. 4. This keyhole seems to require a special much as his name. He just stood there 27. There are dwarves down here! One key. glaring at us . I would have challenged 15. As we moved forward we heard the dwarf named Armun, claimed that this him, if we were not in such a hurry. whooshing sound again. Again, everyone 17. There is an inscription on the north area was his lost kingdom. He asked us to ducked but Bennet . He doesn't look much wall. After some examination, I come to help them find Keirgar, a prince, that had 19. I think that we found an example of the worse for wear, however. believe that it resembles a gem of some been captured by the dwarves' enemies. the classic dwarven "dart trap". In such a kind. I told them that we would do what we trap, you step on a pressure plate and 20. When I stepped on this pressure could to help them with their little quest. darts fly out of the holes. To test my plate, skeletal lords came out of their dens. 19. I carefully examine a shelf on the east theory I had our brave guide, Bennet, I raised my hand and ordered the foul wall. While I ponder its uses, Bennet is 30 . We found a very nice dwarf here that stand in front of the holes, while I step beasts to return to their master. This did sniffing around one of the south walls. tended to a cut I received on my finger. on the plate. not seem to have any effect on them. I wish he would stay with the group. Our guide, Bennet, asked the dwarf to look at a large gash on his head. It is just 22. Bennet's sensitive nose lead us to this 37.1 removed a dart from our guide's 25. I think that Bennet has been under- so hard to find good help these days. dark pit. Before we could stop him, chest and placed it on the shelf, but noth- ground for too long, he is urging us to go Bennet scrambled over the edge and into ing happened. Our guide, Bennet, back the way we came. 48 . There is a strange keyhole here. the darkness . We had no choice but to skulked away and is now sniffing at Perhaps it requires a special key. 29. Bennet is causing trouble again, he follow him. something over on the north wall. still wants us to turn around and go back 72 - 83. We were told by the dwarves to 33. There is some kind of message on the 38. Another pit. I hate pits, but Bennet where we came. be careful of this area. It was used cen- east wall. Before I can translate the mes- seems to show no fear at this location. turies ago to teleporl materials to the sur- 46 & 48. Bennet is looking around as if sage, Bennet emits his 'I'm hungry' face. Now, the teleporters seem to be 44 - 57 . After a scholarly examination, I he is confused. This does not surprise me, whine. I toss him a packet of rations to interconnected . believe that these ten 'cells' are cross for I believe that his brain is only slightly keep him quiet. Bennet uses a dart like a linked somehow. larger than that of a grub fish. We go on Level 6 - Bottom Level of Dwarven make-shift fork and stabs his rations. 63 . This looks like the same kind of stone despite Bennet's confusion. Ruins (p. 21) I turn away in disgust and resume my translation. construction we have been running into 51 . I am continuously fascinated by This level is infested with nasty creatures the from time to time. They resemble portals intricate pattern of the stones called the kenku. We have been collect- that make Level 7 - Upper Reaches of the Drow of some kind. All we have to do is deter- up these halls. We stop here ing their eggs for their scientific value. so that I can (p" 22) mine which item around the portal is examine them more closely Our guide wanted to crack one open and . We have found the drow here. These evil missing. fry it for breakfast. Somehow, the thought 54 . Our guide dark elves can only be up to no good, but read the message on the of eating a kenku egg turned my stomach. 73 - 81 . I have found three inscriptions wall, and became what are they doing down here? It is up confused again. and three levers. I believe that first I will I believe to us to unravel this mystery. that the value of an education is pull the lever which represents the item I wasted on Bennet. want the most. 57. I told our guide, Bennet, not to touch theory that says proximity to such a portal 4 & 5 . To the west is a forest of teleporters true.' Perhaps if we align the stars we can the spider button on the west wall, but he may lead to changes in the composition and levers. Another problem with a bina- make some progress on this level . ry solution, either make it through the accidently slipped and hit it with his of the stones in the wall. we 23 - 37 . Our guide, Bennet, is continu- and sud- teleporters, or we do not. head. There was a strange sound 28 . I found a dagger in a niche on the ously confused as we move around these denly, we were attacked by many hell wall. I am pleased it is an exact copy of 15. We found our guide, Bennet, chained halls. We seem to be circling endlessly, see if hounds. The party ran up the hall to the dagger I was carrying. But, when I put to the wall with a dwarf. Too bad, we but we also seem to be finding new the path was clear, while Bennet stayed the new dagger in my belt pouch, I seem only had time to rescue our guide, but I things as we pass. I am not sure how we behind to keep the hell hounds in check. to have misplaced my old dagger. Perhaps am sure some other adventurers will come missed these things the first times around. The last utterance I heard from our guide it was with Bennet when he disappeared. along and rescue the dwarf. was, "Sit boy! Sit!" 39. Here we found a hallway of levers. 30. This gem inscription on the wall does 16, 19, & 20 . We must be more careful "Never leave a lever down!", my mother 67 - 71 . These buttons, pressure plates, not react to any of the gems that we are the next time, our guide took massive always told me. and pits seem to be interconnected in a carrying. Perhaps it will respond to anoth- damage from pushing some of these 40 . Our guide found a dwarven Potion of pattern. I will have Bennet trigger each er small solid object. buttons . one in turn and record the reactions. Healing. He was just about to drink it, 39 - 42. Athough, we were running 29 - 31 . We had to abandon three of our when I snatched the vial away from him. 75 & 76. We continued north for quite a extremely low on armor and weapons, weapons here to open the door. Such a Who knows who's lips have touched that ways when passing the first of these we found that it was worth the sacrifice waste seems grossly unfair. potion? points, but after passing the second point, to place the required items on the pressure we ran into a dead end. 37 - 39 . I am exploring the relationship 46 & 47. While I translate the writing on plates. between these levers and the sliding wall . the south wall, Bennet is sniffing around Level 9 -Lower Reaches of the Drow 54. We stepped into this area and darts By moving these levers in the proper the wall over to the west. I am glad to (p" 24) started flying at us. We no longer had a sequence, I think we can get past the have Bennet back, but his distractions are We have lost our faithful guide, Bennet. guide to absorb the attack, so we ran as sliding wall . annoying. No doubt, he is back on the surface, prob- fast as we could down the hall. 41 . We have searched the whole level 55. We are all exhausted after dodging ably, at the Yawning Portal Inn, enjoying I believe I am getting the hang of and this seems to be the only way down around the mind flayer. While we catch a nice mutton pie and a pint of ale. We, 75. exploring these halls. We are cut off by to the lower levels. We looked down the our breath, Bennet scratches at the wall to on the other hand are forced to continue pits, but I see a pressure plate. I toss a rock pit and could not see the bottom, so I the south. I wish he would stop making onward and downward. toward the pressure plate to activate it. pushed our guide into it. There was an so much noise, I don't want the mind 5 - 7. After a thorough scientific study, I Before it can activate the plate, the rock almost immediate thump. It cannot be flayer to return. believe words on the wall, the in flight. We duck to the that deep. that the turns around Level 12 -Xanathars Inner Sanctum shelf, and the button all seem to be con- side at the last moment to avoid the turn- Level 11- Xanathars Outer (p" 27) nected. coat missile. Sanctum, Lower Reaches (p. 26) We have met the evil crime lord 8. I translate the writing on the wall to 89. A dead end! When will this ever end? When will we Xanathar and he will not let us leave. the east. The wall itself seems solid so I find our way out? I am afraid that we will We are doomed to stay here forever. Level 10 -Xanathars Outer assume that 'the other side' means the never return to the surface and that no Sanctum, Mantis Hive (p. 25) 3. The walls in this area are beautiful. other side of this room . one will ever read this marvelous work. This level is swarming with mantis war- The ornamentation is exquisite. If we are 13. The wall to the west is directly oppo- riors. We are low on supplies and our 1 -11 . The buttons here seem to rotate doomed to stay here forever, at least we site another of those strange stone portals. guide is missing. I do not know how we the stars on the walls and the openings in can do so in civilized surroundings . I am going to examine the wall to test a are going to survive. We must continue to the hallways . One of the statements on go on and, hopefully, find a way out. the walls says that the 'alignment must be

34 33 -:1 9. What a curious sensation. After press- 28A. In this location, we find the items SOLUTIONS ~- ing the button on the east wall, we seem that had disappeared from the pedestal. Level 1-Upper Sewer Level (p. 16) 7. There are five kobolds, one with a to be inside the wall. I wonder if we I am glad that they were not lost forever. mage scroll of Detect Magic in this area. should go back to the room we were in, Walls: Red brick walls covered with slime. 42. There are also two rations in the south- or continue through to the next room? While we examined everything in this room, our guide, Bennet, sulked in the Monsters: Kobolds and Leeches inhabit west corner of the room. 11 . After pushing the buttons on this level. 10 & north west corner and scratched at the 8. There is a pressure plate in front of the east, Bennet became con- the walls to the north wall. As I looked over at his mangy Locations and Events: door. Weight on the plate opens and fused again. I believe is uncom- that he form, I realized that Bennet actually has a closes the door. fortable in these posh surroundings. rather noble profile. Perhaps I have just 1 . This is the cave-in area where you begin the game. Encamp here, and have 9. There is a button on the west wall that beautiful ring been underground too long. 13 . There is a and a potion characters memorize and pray for spells. opens and doses the door. here. I thought that the ring would make 45 . This is my last entry. We have met Do this now, because there may not be a nice gift for my sweet heart Miltinda. Xanatbar and that is all that I can say. time later. Also pick up the two rocks here 1 OA & 10B . This door is opened by a After I retrieved the ring, my burdens felt button that moves depending on from 46. Our guide, Bennet, crossed a light - they will come in handy. Rocks can be somehow lighter. which direction you approach. If you go beam in this area and was hit in the head thrown at monsters or fired from slings . east at location 3, the button is on the 15. There is a stunning necklace and by a giant fireball. For a brief moment, he 2 . The lever on the north wall of this west wall at location 10A. If you go north potion here. Another gift for my puddin looked just like a dwarven torch. room opens the door. Always, when at location 3, the button is on the south cakes, Miltinda. Again, after I retrieved 49. Our guide, Bennet, tripped over my opening doors, be ready to step in front of wall at location 10B. the necklace, it was as if a great weight extended foot and crossed another light the door and fight. Pick up the halfling were taken from me. bones here - these are the remains of the 11 . There is one rock in the southeast beam. Huge spikes came crashing down corner of this room. 20. We were astonished to find an enor- on him. Luckily, he was able to turn side- thiefTod Uphill . There is an opportunity mous eye floating above a pedestal in this ways and the spikes only took off an inch to resurrect him later. Also, don't forget to 12. There is a pressure plate here. Placing room. What an amazing piece of art. of skin from his chest and back. take Tod's lockpicks . weight on it causes the south door to There are two empty pedestals to the right open. Place an item on the plate to keep 55 & 56. After pushing the buttons on 3. There is a kobold wandering in this and left of the eye. I wonder what would the door open. the walls to the east, Bennet became con- area. If you go through the door north of happen if you placed spherical items on fused yet a third time. here, walls appear in areas 23 and 24. Ifyou 13 . A lever on the north wall opens and those pedestals? go east, walls appear at areas 25 and 26. closes the door. 58. When we stepped into this room, 25 & 27 . After pushing the buttons on three stone golems came out to greet us. 4. There is a kobold rune on the east 14. In the north alcove is a +2 dart. This the walls to the east, Bennet became con- Our guide somehow offended them and wall. A gnome in the party will translate is a good weapon for any non-cleric fused yet again. All this travel has not they attacked us. course, we ran away. it to read: "Entrance . character in the back ranks. been good for poor Bennet. Of 5. There are four kobolds patrolling this 15 . There is a hole in the ceiling here. area. There are also rations on the ground, for when characters get hungry. 16. There is a secret brick on the west wall that opens a hidden passage to the 6 . There are four kobolds are in this area. north. A pressure plate on the floor opens and closes the door to the north. There is a 17. There is a rock here. button on the north side of the door on the south wall that also opens and closes the door.

35 36 18 . There is a secret brick on the east wall Locations and Events: 11 . The south door must be forced open. 22 . It is safe to step here. that opens a hidden passage to the north. is a zombie in this room. 1 . There is a ladder on the west wall There 23 . It is safe to step here. leading up level 1, location 19, as well shelf in the wall contains 19 . There is an arrow in the southeast to 12. The carved 24 . When you step here, the square silver key lying on ground. key, and a Potion of Giant corner of this room. Place any item on the as a the rations, a silver magically rotates the party 90 degrees to of door, then . If you picked the lock at location pressure plate in front the 2. Insert a silver key in the west keyhole Strength the right - Check your compass when This 2, key here will have disappeared. push the button on the east wall. to open the door. Once a key is inserted in the entering this area. items and one of the blocks west causes the door to stay open. Behind the any lock, it is gone forever-but you will Take the location 5 disappears. 25 . The wall to the east indicated by the door is the ladder leading down to level find others. of orcish rune of passage is an illusion. These 2, location 1 . ladder on the north wall leads 3. Insert a silver key in the north keyhole 13. The markers always indicate illusionary walls. a room at location 60 beneath 20. Three leeches inhabit this area. There to open the east door. down to is a shield in the southeast corner of the the pits to the east. 26. There is a mage scroll of Shield on the room 4. Insert a silver key in the east keyhole to floor. The walls to the east and south are . 14. Pull the lever to close and open pit D open the south door. illusions indicated by runes of passages. 21 . In this alcove there is a shelf carved to the east. into north the shelf are two 5 . When you have taken the items at 27. There are two zombies in this room. the wall. On 15. This area is safe to step on. A pit lies scrolls: a mage's Armor spell and a cleric's locations 12,17, and 34, come back to this There is a dagger inscribed on the west to the north - Do NOT step into it. Bless spell Make sure to scribe the point and the passage to the west will wall. . You will drop below into location 60 on Armor spell the next time the party rests . have opened completely. There is a the Correction Facility sub-level and take 28. The wall to the west is an illusion There are two kobolds guarding this area. message on the wall: "Only the strong damage. Throw any item north, over the created when you step on this pressure shall pass ." 22. There are three leeches in this area. pit, onto the pressure plate just beyond it. plate. There is an inscription of a dagger 6. Push the button to get the door to open This closes the pit so you can safely cross it. on the south wall and one rock here. If you went north through the door at 23. part way. The door must then be forced location 3, a wall is here. 16. This pressure plate closes pit E to the 29 . There is a sling here. fully open. To force the door, Manipulate south when there is weight on it. As soon 24. If you went north through the door at the door from the keyboard, or place the 30. If you step into this area, your party is as there is no weight on the plate, the pit 3, mouse pointer near the bottom of the door teleported to location 33 and rotated 180 location a wall is here. opens. and press the left mouse button. degrees - Watch your compass. The best 25. If you went east at location 3, a wall 17. There is a shelf in the wall. The shelf strategy is to go through the illusionary is here. 7. The only way this door can be opened contains rations and a silver key. If you walls that are indicated by runes of is by forcing it. Be careful, behind the 3, picked 3, passage. 26. If you went east at location a wall door waits a skeleton. There is a Potion of the lock at location the key here is here. will have disappeared. Take the items Vitality here that will refresh a hungry 31 . If you step into this area, your party is and one of the blocks west of location 5 character. teleported to location 32 and rotated 180 Level 2 - Middle Sewer Level (p. 17) disappears . degrees - Watch your compass. See Walls: Red brick walls covered with 8 . There is a dagger inscribed on the 18 . This pressure plate opens and closes location 30 for best strategy. There is an slime. north wall. Throw a dagger, dart, or rock pit C. illusionary wall to the north. through the gate to hit the button on the Skeletons and zombies inhabit Monsters: east wall and the wall disappears, 19. This button opens pit B and closes 32. Your party is teleported here from this level. revealing location 9. pit A and vice versa. location 31 . There is an illusionary wall 9. Push the button on the north wall to 20. There are rations here. to the south . open the secret passageway to the north . 21 . It is safe to step here. 10. This door must be forced open.

37 38 33. Your party is teleported here from 42. Place the silver key in the keyhole on 58. This room is a shuttle between the 68. On the west wall is the ladder down location 30. the east wall to open the door to the main part of level 2 and the two sub- to level 3, location 1 . north. To operate the shuttle, step into the 34. There is a shelf in the south wall that levels. A - G. Pits close the door, and press the west contains rations and a silver key. Ifyou 43. There are a pair of leather boots and room, If you look at the south wall, you picked the lock at location 4, the key here rations in this room. button. Level 3 - Lower Sewer Level (p. 18) out which sub-level you are on. will have disappeared. The wall to the can find Walls Red brick walls 44. There are zombies patrolling in this three sub-levels: Main Level : with slime. east is an illusion. Take the items and one There are general area. Be careful and have your you are on), Correction Facility of the blocks west of location 5 disappears. (which Monsters: Flinds and kuo-toa inhabit this cleric ready. (which you are on), and Death Section. level. 35 . The walls to the north and west are 45 . Zombies patrol in this area. you press the illusions . This can be indicated by the 59. When secret brick on Locations and Events: the west wall, it removes the southern runes of passage on the walls.There are 46. There are rations here. 1 . There is a ladder to the east that arrows here. wall . There are two skeletons here. two 47. Zombies patrol in this area. ascends to level 2, location 68 . 60. The ladder on the south wall leads up 36. There are rations in the southwest 2. When your party enters this area, it 48. Zombies patrol in this area. to location 13. corner of this room. rotates them 180 degrees - Watch your 49. This door must be forced open. 61 . There is a Potion of Healing here. compass. Turn around and continue on 37. There is a stone dagger in the south- your way. west corner of this room. Take the stone 50. Place an item on the pressure plate to Death Section 62 - 65 dagger - it is used as a portal key in the open the door. 3. There is a silver key in the northwest 62 . There is a gold key in this area. lower levels. 51 . There is a button on the north wall - corner of this room. 63 . This door must be forced open. There 38 . Throw a dagger, dart, or rock through Do not push it. It will change many of the 4. This is a spin-trap like location 2, but are also three zombies in this area. the gate to the east. The item will land on altered walls in the northern half of level from east to west. the pressure plate at location 39 and open 2. It will open some walls and close 64. There is a rock here. gate. others. The lever in this room opens the 5. There is one Rind in this area. When the 65. This door in location 52. There are four skele- room is a shuttle between the you kill the Rind he will drop a silver key. There are rations and a Potion of main part 2 39. tons in this room. The door must be forced of level and the two sub- Extra Healing in alcove. levels. To 6. There is one kuo-toa in this area - this open, but you can fire ranged attacks at operate the shuttle, step into the room, Watch out for his Lightning Bolt. You This area is the R.A.TS. - Rapid monster through the opening. close the door, and press the west 40. button. If also find an arrow here. Access Teleport System teleporter. By step- you look at the south wall, you 52. There are two zombies in this room can find ping into area, your party is teleported out which sub-level you are on . 7. This area is the R.A.TS. - Rapid this and a Potion of Healing. There are just east of location 66. three sub-levels: Main Level, Access Teleport System teleporter. By step- Correction Correction Facility 53 - 61 Facility, and Death Section ping into this area, your party is teleported 41 . This room is a shuttle between the (which you are on) . to just south of location 8. The party is main part of level 2 and the two sub- 53. There are two skeletons in this cell. teleported to location 73 the first time it 66. This area is the R.A.TS. Rapid levels. To operate the shuttle, step into the walks west past location 7. 54. There are two skeletons and a bow in Access Teleport System teleporter. By room, close the door, and press the west this cell . stepping into this area, your party is 8. This area is the R.A.I:S. - Rapid button. If you look at the south wall, you teleported just east of area 40. Access Teleport System teleporter. can find out which sub-level you are on. 55. There are two skeletons in this cell. By stepping into this area, your party is There are three sub-levels: Main Level 67. Put the gold key into the north 56. There are two skeletons and a mage 7. (which you are on), Correction Facility, keyhole to open teleported to just north of location scroll of Invisibility. the door. and Death Section. 57. There are two skeletons here .

39 40 9 . There is a secret button in the west 22. If you step here, a pit opens to the remains of the fighter Anya. You can 56 . Place a blue gem in the left eye on wall that reveals an alcove. west. resurrect her later. the wall. When you have placed all four blue gems at locations 54, 56, 62, and 63 10. There is a cleric scroll of Cause Light 23. Put the red gem in the hole to open There are two Hind patrolling in this 41 . passages open up here and at location 63. Wounds here. the door. area. 57. If you step here, your party is 11 . There is one kuo-toa in this area. 24. There is one kuo-toa in this area . There is a secret button on the north 42. teleported to location 68 and rotated 90 opens a passage to the north. 12. This is one of three keyholes on the 25. There are four arrows, a red gem, and wall that degrees counterclockwise. is also a rock here. south wall. If you put a silver key in this a Potion of Speed here. There 58. If you step here, your party is keyhole, a red button appears. If you press There is one Hind in this area. 26 . This pressure plate closes pit L. 43. teleported to location 69 and rotated 90 the red button, a kuo-toa will attack from can't open the door from this degrees counterclockwise . behind. When you kill it, the creature 27. This pressure plate closes pit 0. 44. You side -you must enter this room from drops a silver key, which you can use the 59 . There are two flinds patrolling these 28. This pressure plate permanently closes the door at location 48. key in one of the two remaining keyholes halls. pit A. Close the pit to get the items at on this level. 45 . There are rations here. location 25. 60. There is a blue gem here. 13 . If you put the silver key in this key- 46. There is trap here that will spin your 29. This pressure plate opens pit F. There 61 . There is a blue gem here. hole, a blue button appears. If you press degrees and teleport them to the is also one kuo-toa and a rock in this party 180 the blue button a secret passage opens. corner of the room. 62. Place a blue gems in the left eye on room. southeast You will also find an arrow here. the wall. When you have placed all four 47. There are kuo-toa in this area. 30. This pressure plate also opens pit F. blue gems at locations 54, 56, 62, and 63 14. If you put the silver key in this key- There is an inscription on the west passages open up at locations 56 and 63. hole, the same thing will happen as in 31 . This pressure plate opens pit P. 48. wall: "Museum." There is also a lever that location 12. 63. Place a blue gems in the left eye on the 32. Place the red gem in the hole to open opens the door to the south. wall. When you have placed all four blue 15. Step here to open a pit to the west. the south door. 49 . There is a shield here. gems at locations 54, 56, 62, and 63 passages There is mage scroll of Detect Magic just 33. There are two flinds patrolling this open up at here andat location 56. north of here. 50. The lever on the north wall opens the chamber. door to the north . 64. There is a shield, chain mail, and 16. There is a red gem and a +3 dagger 34. Push this button to open and close the arrow here. named "Backstabber' here. 51 . There is a trap here that teleports your door to the north. party to location 52. This trap only goes 65. There are three iron rations here. 17. There is one kuo-toa in this area. 35 . There is a mage scroll of Fireball here. off once. 66. This ladder leads down to level 4, 18. Use a silver key in this keyhole to 36 . This lever opens and closes the door 52. Your party is teleported here from location 1. open the door to the east. Two kuo-toa to the south. location 51 . will appear to the west and south. 67 . This ladder leads down to level 4, 37. There are two Hind patrolling this 53. There a blue gem on the shelf. location 2. 19 . Use a silver key in this keyhole to is area. open the door at location 18. 54. Place a blue gem in the left eye on the 68 . Your party is teleported here from 38. There is one Hind in this area. wall. When you have placed all four blue location 57. 20 . There is a kuo-toa, a Potion of Extra gems at locations 54, 56, 62, and 63 the Healing, and a Potion of Healing here. 39. There are two kuo-toa in these halls. 69. Your party is teleported here from passages open up at locations 56 and 63. location 58 . 21 . There are kuo-toa in this area. 40. There is a spear, leather armor, a long 55. sword, and human bones here. Be sure to There is a blue gem here. pick up the bones, for these are the

41 42 70. This is a teleporter that will teleport Locations and Events: 21 . There is an arrow here. 38. There is a dwarven key here. your part to just west of location 23. 1 . These stairs lead up to location 66 on 22. Spider area. 39. There is an injured dwarf named Taghor here. He will ask to join your 71 . There is a Wand of Magic Missiles level 3. scepter and four 23. There is a stone party, and makes an excellent companion. here. a portal key. 2. These stairs lead up to location 67 on spiders here. The scepter is He is armed with a an axe, chain mail, 72. The party is teleported to location 73 level 3. 24. There is an arrow here. and a dwarven helmet. every time it walks east through this 3. Push the button on the west location. wall to 25. There is a green-gem +3 Ring of 40. There is a gargoyle here with its arm open the door to the south. A hidden here. up. If you pull the arm down, the pit at 73. The party Protection is teleported here the first passage will also open to the east. Watch location 41 closes. time it walks west past location 7 and out though - a giant spider will attack 26. When you step in location 89, this every time it walks east past location 72. from the secret passage. wall disappears. 41 . There is a pit here that can be closed from location 40. A - R are pits. 4. There is one giant spider in this room. 27. When you step in location 90, this wall disappears. 42. There is a dwarvish inscription here S. It is safe to step here. 5. There are 3 iron rations here. that reads: "Kruen - King under the 28. Place the dwarven key in the keyhole T. This is a statue of a flind. 6 . This pressure mountain." plate closes the door to on the south wall to open the west door. the north. 43. There is a gargoyle keyhole here. U. This is a statue ofa kuo-toa. are magical and 29. The shaded blocks Insert a dwarven key and the middle V. 7 . This pressure plate closes the door to approaches. The This is a statue of a flind. There are will recede as your party southern door opens - The two doors to the north. counterclockwise also rations here. blocks will only move the west and east must be closed for 8 . There are two - so you must move up the eastern W. giant spiders in this location 82 to open. This is a statue of a kuo-toa. There corridor. is room. also a Potion of Healing here. 44. There is a gargoyle decoration on the 9. There is one giant 30. Spider area. X. This is a statue of a kuo-toa. spider in this room. south wall. 10. Spider area. 31 . Spider area. Y. There is a statue of a Hind and a cleric 45 . Pull this lever down and a pit at scroll of Flame Blade here. 11 . There is a rock here. 32. There is a mace here. location 51 will disappear. Z. There is a kua-toa statue and a rock 12. There is dwarven key here. 33. This is an empty room. 46. There is a gargoyle decoration on the here. south wall. 13. Spider area. 34. Pull on the gargoyle's arm to close the pit at location 91. There is a dwarvish 47. There is a gargoyle decoration on the Level 4- Upper Level Dwarven Ruins 14. Spider area. (p. 19) inscription on the south wall: "Access south wall, and non-magical robe and control lever." medallion here. Walls: Fitted stone walls . 15. There is an arrow here. 35. There is a 48. There is a dwarven inscription on Monsters: Giant spiders inhabit 16. There is a rock here. mace here. this the wall that reads: "Kruen - The level. 36. There is a south wall. west 17. This pressure plate closes the door to chain on the fearless one." Pulling it locks and unlocks the moving Note: Because the spiders roam the halls the west. blocks at location 29. 49. There is a dwarven key here. of this level, it is impossible to tell the 18. There is a rock here. exact location of each spider. Listed below 37. There is a gargoyle decoration on the 50 . There is a dwarven inscription on are spider hot spots where the spiders are 19. Spider area. north wall. The passage to the north can the west wall that reads: "Kruen - the most likely to be. These are labeled 20 . There is a blue-gem ring here - it be opened from location 87. holder of wisdom". "Spider area." has no magic powers. 43 44 51 . There is a pit here. It can be closed at 65. There is a gargoyle decoration on the 78. These stairs lead down location 17 on 92. A spider appears here after pulling location 45. west wall. level 5. the lever at location 66. 52 . There is a pressure plate here. 66. On the west wall, pull the gargoyle's 79. There is a Potion of Healing here. 93. A spider appears here also after Stepping on it opens and closes the three arm and spiders appear at locations 92 pulling the lever at location 66. pits to the east. and 93. 80. There is a gargoyle keyhole on the east wall. Insert a dwarven key to open 53. Spider area. 67. These stairs Level 5 - Dwarven Ruins and Camp go down to level 5, the door. location 1 . (p" 20) 54. This jeweled lever opens and closes 81 . There are two Cure Poison Potions Walls: Fitted stone walls. the west door. 68 . There is a gargoyle decoration on the here. north wall Monsters: Dwarves, possibly friendly, 55. There is a gargoyle decoration on the . 82. There is a +3 axe called "brow and giant spiders inhabit this level. west wall . This 69 . button opens and closes the Cleaver" behind the secret wall. Pull the south Locations and Events: 56. There is a gargoyle decoration on the door. chain on the south wall to open the secret south wall. The passage to the south can 70. Use a dwarven key in the gargoyle passage at 50. If this location is not open 1 . The east steps lead up to location 67 on be opened from location 87. keyhole in the north wall to open the see the note at location 43. level 4. 57. There is a gargoyle decoration on the northern door. There is another keyhole 83. There is a cleric scroll of Slow Poison, 2. There is a dwaTvish rune of safe east wall. on the wall to the north-east of the door. a mage scroll of Flame Arrow, and a passage on the illusionary north wall. Potion of Healing here. These runes mark the ancient dwarves 58. There is a message on the wall that 71 . The button on the north wail opens 72. maze of illusionary walls . reads: 'There is evil which lies beyond the southern door to location 84. This is a hidden pressure plate that this room". 72. The first time you enter this magic opens and closes the pit in the center of 3. There is a dwaTvish rune of safe room, the room. passage on the illusionary west wall. 59. The portal on the north wall requires it contains: one spider, a Potion of the stone medallion as a key. Using the Healing, and a dwarven key. Enter the 85. There is a message on the east wall 4. There is a cleric scroll of Prayer here. key will teleport room from one direction, get the items, that reads: the party to level 7, "Emergency Exit". There is also 5. There is scale mail and a dwaTven key 63 . and exit closing the door behind you. CGo location a dwaTven shield and a dwarven helmet here. to the next door and repeat the process - here. 60. There are two Cure Poison Potions You can do this once for each door and 6. There is a dwarvish rune of safe here. 86. The south get three more potions. wall is an illusion. passage on the illusionary west wall. 61 . There are two Cure Poison Potions 73. The button on the east wall opens the 87. On the north wall is a gargoyle lever. 7. Spider area. here. western door to location 72. Pull it to open and close the passage between locations 37 and 56. 8. There is an illusionary wall to the north. 62. Push the button on the door to open it. 74. Use a dwarven key in the gargoyle 88 . There is a secret button on the west 9. There is no way to open the door on 63. There is a message on the south wall keyhole to open the door to the north. wall that opens and closes the secret this side - it must be opened from the that reads: "Oracle of Knowledge. 75. The button on the south wall opens passage to the west of location 84. north side. 72 . 64. The shelf on the south wall is empty. the northern door to location 89. Step here to open the passage at 26. 10. There is a gargoyle keyhole in the If you place an Orb of Power on the shelf, 76. The button on the west wall opens north wall . Use a dwarven key open 90. to all magic items carried in your party will the eastern door to location 72. Step here to open the passage at 27. the door. be identified. 77. Use a dwarven key in the gargoyle 91 . This is a pit opened and closed by the keyhole to open the door to the south. lever at location 34.

45 46 11 . There are iron rations here. 28. There is a dwarvish rune of safe 40. There is a message on the south wall 58A. Your party teleports here from 12. There are iron rations here. passage on the illusionary west wall. that reads: "Greed will be your downfall." location 57. 29. There are three pits on ceiling 13. This door is part way open - it must the 41 . There is a -3 cursed sling here and a 58B. The walls to the north and west are be forced open. here from level 4. -3 cursed axe to the north-east. illusions and there is a Wand of Frost 30. A dwarven cleric here. 14. There is a secret button on the west here will heal 42. This is a teleporeer to just south of wounded characters wall that opens the western door. or resurrect any dead location 37. 59 . The pressure plate here opens a pit to NPCs. This is an opportunity to bring a key here. the north. 15 . There is a dwarvish rune of safe any of the bones you found back to life. 43. There is 60. There is a dwarvish rune of safe passage on the illusionary west wall. . There is a pair of leather boots here. 31 . There is an inscription reading: 44 passage on the illusionary north wall. 16 . Spider area . "Pantry" on the east wall. There is also a There is a blue-gem ring of Feather 45. 61 . There is a dwarvish rune of safe pas- poison potion here - Do NOT drink it. Fall here. 17 . The stairs lead up to level 4, sage on the illusionary west wall. location 78. 32. These doors cannot be opened from 46. There is a key here. the north side. 62. There is a rock here. 18. Push the button to open this door - 47. There is an ornate keyhole here. It can only be opened from this side 33. There is a gargoyle keyhole on the Insert a key to open the east door. 63. There is a dwarvish rune of safe pas- sage on the illusionary north wall. On the 19. Spider area. north wall - Use a dwarven key to open the northern door. 48. There is a keyhole on south wall. west wall is an inscription that reads: 20. Spider area. Insert a key to open the eastern wall. 'You've made it this far. Caood luck." 34. There is a gargoyle keyhole on the There is plate mail and a mage scroll of . 21 . There is a cleric scroll of Hold Person. north wall - Use a dwarven key to open Invisibility 10' here. 64 There is a spear and iron rations here. the northern door. There a safe 22. There are iron rations here. 49. The teleporeer here will take the you 65. is dwarvish rune of passage on the illusionary east wall. 23. There is a gargoyle decoration on the 35. These stairs lead down to level 6, to location 50. location 1 . These stairs lead level illusionary north wall. 50. Your party is teleported here from 66. down to 6, location 2. 24. There is a portal on the north wall. 36. There is a message here: "Please reset location 49. drain holes when finished." 67. There is a cleric of Aid here. The door requires the stone necklace as a 51 . Spider area. scroll key to teleport to level 7, location 67. 37. There is a gargoyle lever with his arm 52. 68. There are iron rations here. in the up position . Pull it down to resets Spider area. 25. There is a mage scroll of Haste. secret drain holes which doses most of the pits 53. Spider area. 69. Push the button on the east 26. A stone necklace portal key can be on this level. wall to make it disappear. 54. Push the button on the north wall to found on a shelf in the east wail. Spider area. of 38 . There are more dwarves here. make the western wall disappear. 70. There is a mage scroll 27. You meet Armun, the leader of the Dispel Magic here. 39 . There is a jeweled lever in the up 55. There is dwarven rune of safe passage dwarven camp. If you agree to help the 71 . The secret button on the south wall dwarves, they will give you six rations position on the west wall. Pull it down to on the illusionary east wall. open the south door. As you move into opens the passage to the south. and a stone medallion portal key. Dorhum, 56. There the maze to the south, pits will open is a rock here. The walls to the a dwarven fighter, will also ask to join. east are an 72. Destination of teleporreds A, 8, C. behind your characters. Be careful as the illusion. He wants to help find prince Keirgar. 73. Destination of teleporter D. The lever party moves through the area not to 57. This area will teleport your party to here opens the door at 81 . double back or get trapped in a dead end. location 58A and rotate them 180 degrees - Watch your compass.

47 48 74. Destination of teleporters E, F. M. Teleporter to 78. 12. There is a key here. 27. After using the key at location 26, the 75 . Destination of teleporter G. This door N. Teleporter to teleporter keyhole rotates to here. Use the dwarven G. 13. Push the button on the west door to is opened by the lever at 82. key and the block will rotate clockwise to it. 0. Teleporter to Teleporter F open the second position. South-east of this 76. Destination of teleporter K. 14. Insert a key into the keyhole to open location is an inscription that reads: Level 6 - Bottom Level of Dwarven west door. "Round and Round.. ." 77. Destination of teleporter L. On the Ruins (p. 21) the east wall is inscribed: 'Things are not Walls: Fitted stone walls. 15. There are two kenku here. 28 . After using the key at locations 26 always as they appear." and 27, the keyhole rotates to here. Use a Monsters: Kenku and an evil wizard 16. There are four kenku here guarding 78. Destination of teleporter M. dwarven key and the block will rotate one kenku egg. inhabit this level. clockwise to the third position and allow 79. This lever opens the door at 80. Locations and Events: 17. There are three kenku here guarding you to reach the stairs at location 46. 80. This door is opened by the lever at 79. five kenku eggs. Akenku will attack after the block shifts 1 . These are stairs lead up to level 5, to its last position. 81 . This door is opened by the lever at 73. Location 35 -This door can only be 18. There are three kenku and two kenku opened from the other side. eggs here. 29. There is a rock here. 82. This lever opens the door at 75. 2. These are stairs lead up to level 5, 19. Four darts are triggered by stepping 30A, 30B, 30C. There are pressure plates 83. There is an inaccessible non-magical location 66. on the pressure plate in the center of this on the floor here that activate dart traps long sword here. area. the first two times they are stepped on. 3. There is an inscription on the south After that, the darts are expended. The 20. These stairs lead down to location 21. wall that reads: "Store weapons before trap at location 30A will fire one additional Teleporters: proceeding." You must put a weapon or 21 . These stairs lead up to location 20. parting shot when you try to leave the two on each of the two pressure plates to A. Teleporter to 72 . level. the south and north for the eastern door to 22A. Drop through the pit to 22B to find a B. Teleporter to 72. open. You can then take your weapons, dwarven key. 31 . There is a pressure plate on the floor and the door will remain open. here that activates a dart trap. C . Teleporter to 72. 22B. You land here from 22A and take the 4. There is one kenku in dwarven key. 32 . There is a Wand of Magic Missiles D. this room. Teleporter to 73. on the shelf in the east wall. 5. There is one kenku in 23A. Drop through the pit to 23B to find a E. the area. Teleporter to 74. dwaTven key. 33 . There is an inscription on the east 6. There are kenku in F. the area. wall that reads: "Silverware rack, be neat." Teleporter to 74. 23B. You land here from 23A and take the Put a dart or a dagger in the shelf at 32 7. There is a kenku egg here. dwarven key. G. Teleporter to 75. and the passage opens with another shelf. 8. There are kenku in this area. H. Teleporter to 72. 24. There are kenku patrolling this area. Keep opening the passageway in this 9. There is a kenku egg manner -make sure you have collected I. here. 25. There are kenku patrolling this area. Teleporter to Teleporter A. 15-20 darts or daggers to fill all the 10. There is a dark-robed mage here. J. To Teleporter K. There is also an inac- 26. Locations 26, 27, and 28 are keyholes shelves. If slain, the mage may drop a mage Hold cessible cleric scroll of Detect Magic here. around a large t-shaped block that must be Person scroll, one or 34. There is a dwarven key here -Take two Potions of Extra rotated out of the way. Use a dwarven K. Teleporter the key before placing an item on the to 76 . Healing, and a Wand of Frost. key in the south keyhole and the block shelf or it will be lost. L . Teleporter to 77. 11 . Step here and four darts will fly from will rotate clockwise to the first position. the dart holes on the east and west walls. 35. There is a +1 dwarven shield here. 36. Here you find cleric scrolls of Dispel 50. There is one kenku here. You can only 6. There is a cleric scroll of Create Food 19A. Askeletal lord is released from this Magic and Cure Serious Wounds . get to this room by falling through pits in here. alcove when you step on the pressure the vicinity of location 46 on level plate at location 20. There are also the 37. Push the secret 5. is a mage scroll of Fireball here. button on the south 7. There human bones of the cleric Ileria and a wall, and the wall to the east will 51 . There is a shelf on the west wall with 8 . On the east wail is a spider keyhole. cleric holy symbol here. disappear. There is also +3 mace here. a dagger and a dart. Insert a gold key to open the door. 1913. Askeletal lord is released from this 38. There is one kenku here. 52 . The writing on the south wall read 9 . Beyond this door to the east are stairs alcove when you step on the pressure "Nest." 39. There is a non-magical red-gem ring leading up to level 6, location 48. plate at location 20. here. 53 . There are two kenku here. 10. This door can only be opened from 19C . A skeletal lord is released from this 40. These are pits in the ceiling from level 54 There is a secret button on the west this side. alcove when you step on the pressure 5 and a rock here. wall. Pushing it makes the passage to the plate at location 20. 11 . One drow guards this room. There is west disappear. 41 . There is a secret button on the east a cleric scroll of Bless, a necklace, and 20. Step on this pressure plate to open the wall. Pushing in the south west comer of the three doors at location 19, releasing three it makes the passage to the Level 7 - Upper Reaches of the Drow rations east disappear. skeletal lords at locations 19 A, B, and C. (p. 22) room. 42. There is a cleric scroll of Flame Blade Walls: The walls of this level are carved 12. There is an arrow here. 21 . There is a key, a cleric scroll of here. out of dark, purple bloodstone mixed with Remove Paralysis, and a cleric scroll of 13. There is an ornate, non-magical black onyx. Protection from Evil 10' here. 43. There is one kenku in this area. shield here. Monsters : Skeletal lords and drow inhab- 22 . Two drow patrol this area. 44. These doors can only be opened from 14. There are two pits to the north of this it this level. this side. location. Push the button on the west 23 . Insert a key in this keyhole to open Locations and Events: wall to close the pit directly to the north. the south door. 45. There is portal on the east wall When you push the button, a Fireball activated by the stone ring. This teleports 1 . These stairs lead to up level 6, location 24. There are arrows here. flies south from location 17, turns east at to and from level 10, location 9. 46. When you reach level 7, there will be location 16, and hits the wall east of 25. There is a Luckstone Medallion here, several drow guarding the entrance to the 46. These stairs lead down to level 7, location 16. level - Do not attack them. Bribe them 26. These stairs lead down to level 8, location 1 . with kenku eggs, and no drow patrols 15. Stepping on this pressure plate sets off location 1. 47. There is a stone ring will attack you unless you attack a Fireball trap from location 17 towards the here. This is a first. 27 . A drow patrols this area. portal key -Be sure to keep it. party - Don't move, the Fireball will turn 2. Drow patrol this area. east at location 16 before it hits the party. 28 . There is an arrow here. 48. There are stairs here that lead down 3. Amessage is inscribed on the north to level 7, location 9. 16. This is where the Fireball veers off to 29 . There are three drow patrolling this wall reads: "Don't delay." the east. area. 49. There are non-magical bracers here. 4. Stepping on pressure plates 4A, 413, 4C, You can only get to this room by falling 17. There are scorched holes in the north 30. There are scorch holes on the east and or 41) sets off a Fireball that flies east from through pits in the vicinity of location 46 wall from the Fireball trap at location 15. west walls here. 4A, and turns north at 413 and then flies up on level 5. the corridor and into the wall - Beware! 18. This door can be opened from either 31 . There are scorched holes on the east side. and west walls. There is also a Potion of 5. There is a cleric scroll of Slow Poison Healing and a key here. here.

51 52 32 . The stairs to the west lead down to 45. Stepping in here opens the door at 53. There is a skeletal lord in this alcove. 64. There is a useless wand and a rock level 8, location 2. On the south wall is a location 51B. There is also a jeweled key Step in here to open the door at location here. spider keyhole that requires a drow key. in this area. 44 and find a cleric scroll of Cure Light This opens the door to the east, revealing 65. On the north wall is a portal which 46A. There are spider Wounds. stairs that lead down to level 8, location 9 . buttons on the north requires the stone dagger as a key. Place and south walls. The north button opens 54. There is a skeletal lord in this alcove. the key on the blank brick to activate the 33. These stairs lead down to level 8, the door to location 44, while the south Step in here to open the door at location portal and teleport your party to level 9, location 16 . button opens the door to location 45. 44 and find a drow key. location 11 . 34. There is an inscription on the south 46B. There are spider buttons on the north 55. The spider button on the north wall 66. There is a glowing rock here. wall read: "One battle for glory." and south walls. The north button opens the door to location 57. opens 67. the west is a portal the door to location 47, while the south On wall which 35. One skeletal lord guards this room. There is a skeletal lord in this alcove. requires stone symbol as button opens the door to location 48. 56. the holy a key. 36. On the north wall is a message that Step in here to open the door at location Place the key on the blank brick to activate reads: "One sacrifice made." 47. There is a skeletal lord in this alcove. 48 and find a mage scroll of Fear. the portal and teleport your party to level Stepping in here opens the door at location 11, location 3. On the north wall is a 57. There is a skeletal lord in this alcove. 37. There is a spider button on the north 54. There are also three arrows here. portal which requires the stone necklace as wall, and an empty shelf on the west. Step in here to open the door at location 48. There are two skeletal a key. Place the key on the blank brick to Place an item on the shelf then push the lords in this 50 and find a drow key. alcove. Stepping in here opens the door at activate the portal and telepod your party spider button to open the south passage the south is a silver 24. location 56 . There is also a ruby key here. 58. On wall spider to level 5, location keyhole. Insert a jeweled key to open the 38. This pit leads to level 8, location 81 . 68. There is a silver spider keyhole on the You can jump through without being 49. The spider button on the south wall door to the west. opens the door to location 50. north wall. Insert a ruby key in it to open harmed. 59. On the south wall is a silver spider the door. 39. On the northern wail is a message 50. There are skeletal lords in this alcove. keyhole. Insert a drow key in it to open Stepping in here opens the door at the door to the west. 69 . These stairs lead down to level 8, that reads: "One leap of faith." There is a 24. location 57. There is also a mage scroll location +9 ring of protection here. 60. On the south wall is a silver spider of Lightning Bolt here. 70. This is the destination of the teleporter 40. These stairs lead down level 8, keyhole. Insert a drow key in it to open 51 A. This location is blocked the at location 83. location 14. The writing on the west wall by a wall door to the west. until the button at location 43 is pushed. reads: "No turning back." 61 . On the south is a silver 71 . The are two skeletal lords in this There are spider buttons on the north and wall spider keyhole. Insert a jeweled key in alcove. 41 . A message is written on the east wall south walls . The north button opens the it to open the door to the west. reads: "One way." door to location 51 B, while the south 72. This teleporter transports the party to location 82. 42. Written on the east wall is a message button opens the door to location 53. 62. There is an empty shelf carved in the south wail. that reads: "Fight for your freedom." 51 B. Step in here to open the door at loca- 73. There is a message inscribed on the tion 45. There is also a 63. north wall that reads: "Weapon." 43. The button on the south wall reveals jeweled key here. On the north wall is a portal which requires the stone four passages - one to the west, one to 52 . There are spider buttons on the north medallion as a key. 74. In this area is a +3 short sword Place the key on blank the east, and two to the south. and south walls. The north button opens the brick to activate named "Slicer." the portal and teleport your party the door to location 56, while the south to level 44. There is a skeletal lord in this alcove. 4, location 59. On the east wall is an button opens the door to location 54. Step in here to open the door at location inactive portal. 53 and find a suit of banded armor. 75. There is a gold lever on the south 2. These stairs lead up to the western 19. On the east wall is a shelf and a spider 34. On the north wall is a portal that wall. Pull it to open the door to location stairs at level 7, location 32. button. Insert a key in the shelf, push the requires the stone scepter as a key. Place 74. Once this is done, location 80 and 77 a red gem is appears. You can the key on the blank brick to activate the 3. There is a spider carving on the button, and can no longer be reached. many gems as you have keys. portal and teleport your party to level 10, illusionary northern wall. make as location 7. 76. There is a message inscribed on the 20. Written on the south wall is a mes- 4. There is a spider keyhole on the north wall that reads: "Armor." that reads: "One gem for one key." 35. There is a pair of drow boots here. western wall. Insert a ruby key in it to sage 77. In this room are +3 elven Bracers of open the door to the north. 21 . These stairs lead down to level 9, 36. There is a cleric scroll of Protection Defense. 10. On the southern wall there is from Evil here. 5. There is a ruby key here. location a secret button that opens a passage to the 78. There is a gold lever on the south 37 . There is a Flame Gauntlet on the 6. There is a drow bow and a mage scroll south. wall. Pull it to open the door to location south wall . The spider button on the west of Vampiric Touch here. 77. Once this is done, location 80 and 74 22. On the northern wall is a spider wall opens the door to the north. can no longer be reached. 7. These stairs lead down to level 9, inscription. This wall is an illusion . 38. A Fireball flies down the hall from location 1 . 79. There is a message inscribed on the 23. There is a drow key here. the north when you step here - Sidestep north wall: "Magic." 8. There is a drow key and a red gem to the west. lead up level 7, here. 24. These stairs to 80. There is a Ring of Wizardry here. location 69. 39. A Fireball flies down the hall from 9. These stairs lead up to the eastern stairs the north when you step here. 81 . There is a gold lever on the south is a trap that rotates the party at level 7, location 32. 25 . This spin wall. Pull it to open the door to location 180 degrees -Watch your compass. 40. There is a pit here - Be careful when 80. Once this is done, location 77 and 10. These stairs lead down to level 9, sidestepping a Fireball . 26 are driders patrolling this area. location 74 can no longer be reached. location 86. . There 41 . A Fireball flies down the hall from 27. Your party is teleported here from 82. This is the destination of the 11 . There is a jeweled key and a mage the north when you step here -Quickly location 29. teleporter at location 72. scroll of Shield here. step forward and sidestep to the west. 28. There is a Scepter of Kingly Might 83. This teleporter transports the party to 12. There is a drow key here. 42. AFireball flies down the hall from and a non-magic robe here. location 70 . the south when you step here. 13. These stairs lead down to level 9, 29. Stepping in this square will teleport Level 8-Drow Outcasts (p. 23) location 3. 43. There is a pit here -Be careful when your party to location 27 and rotate them sidestepping a Fireball . Walls: The walls of this level are carved 14. These stairs lead up to level 7, 180 degrees. out of dark, purple bloodstone mixed with location 40. 44. There is a Flame Gauntlet on the 30. There is a non-magic flail here. black onyx. north wall. 15 . There is a ruby key here. 31 . There is a suit of magical plate mail Monsters: Driders and hell hounds 45. There are two hell hounds in this 16 . These stairs lead up to level 7, here called "Plate Mail of Great Beauty." inhabit this level. hall. location 33. Beware - the armor is -3 plate mail. Locations and Events: 46 . Stepping here teleports your party to 17 . There is an inscription of a gem on 32. There are two driders and a hell location 48. 1 . These stairs lead up to level 7, the north wall. Insert a red gem to open hound in this room. location 26. the north door. 33. There are two driders here. 18 . This is the destination of the teleporter at location 84. 47. In the east shelf is a green-gem Ring 61 . There are cleric scrolls of Cure Critical 74. One hell hound roams this area. Levell 9 - Lowr Reaches of the Drow (P.24) of Sustenance . Wounds, Neutralize Poison, and Prayer 75. Stepping on this pressure plate here. Walls: The walls of this level are carved 48. Stepping here teleports your party to removes the wall to the west, but also out of dark, purple bloodstone mixed with location 46. 62. There are makes the lockpicks in the room at loca- two driders in this area. black onyx. tion 78 to the south inaccessible. 49 . Many hell hounds roam this area - 63. This door cannot be opened from this Monsters: Rust monsters and displacer Beware! side. 76. Stepping on this pressure plate will beasts inhabit this level. remove the wall to the southwest, but 50 . There is a merge scroll of Invisibility 64. This door cannot be opened on this will make the parallel hall to the north 75 Locations and Events: 10' here. side. The only way to access the room permanently impassible. The merge scroll beyond is by dropping through a pit on 1 . These stairs lead up to level 8, 51 . A secret button on the south wall of Ice Storm at location 77 will then be level 7 east of location 16. location 7. opens the passage to the east. inaccessible . 65. There is one hell hound in this room 2. There is a spider keyhole on the west 52. On the north wall is a spider button. 77. There is a merge scroll of Ice Storm and two pits on the ceiling from level 7, wall. Insert a jeweled key to open the Push it to open the passage to the north. here. location 16. The teleporter in the northeast door to the north . 53. There is a cleric scroll of Hold Person corner 78. There is a set of lockpicks here. transports you to location 1 on this 3. These stairs lead up to level 8, here. level . 79. This teleporter transports you to location 13 . 54. There is a message on the east wall . There are location 85. 66 two hell hounds in the 4. There is a keyhole on the east wall. that reads: 'Turn around." Reading the room. 80. There is an inscription on the eastern Insert a drow key to open the door to the message teleports your party to location 67 . There are wall that reads: "One's faith repaid." south. 56, facing west. four pressure plates in a row next to the pits. Each pressure plate opens 81 . This location is accessed by falling 5. On the west wall is written a message 55. The wall to the east is an illusion . and closes the adjacent pit. There is also a through a pit on level 7, location 38 . that reads: "One key for one gem." glowing rock here. 56. There is a message on the west wall 82. There is a cleric scroll of Raise Dead 6. There is a shelf carved in the west that reads: 'Turn around." Reading the 68 . The spider button on the east wall and a Potion of Extra Healing. wall. Place a gem inside, push the spider message teleports your party to location opens and closes the pit at location C. button in location 7, and a jeweled key is 54, facing east. 83. This door can only be opened by the created. You can do this as many times as 69 . The spider button on the east wall button on this side. 57. On the west wall is a spider button. opens and closes the pit at location D. you have gems. Pushing it opens the four doors to the 84. This teleporter transports you to 70. The spider button on the east wall 7. On the west wall is a spider button. south and release four hell hounds from location 18. opens and behind the southern closes the pit at location A. On the east wail is a message that doors. 85 . This is the destination of the teleporter 8. 71 . The spider button on the east wall reads: "It is written, the key lies on the 58. There is a non-magical ring and at location 79. opens and other side." medallion here. closes the pit at location B. 86. In this alcove is a +3 long sword 72 . On the north wall is a portal. This 9 . There is a spider keyhole on the east 59. These stairs lead down to level 9, named "Nightstalker." is the wall. Insert a jeweled key to open the location 38. destination of the portal at level 10, location 7. It cannot be activated 87. There are driders wandering in this door to the south. 60 . There is a pressure plate here. Inside from here. area. 10. These stairs lead up to level 8, this room are twelve Flame Gauntlets. 73. There is a Wand of Lightning Bolt in location 21 . the shelf on the wall here. 11 . On the east wall is a portal that 26 . Stepping on this plate deactivates the 39. On the west wall, above a pressure 49. There is a cleric scroll of Detect requires the stone dagger as a key. Place Hall of Thieves, location 28. plate is the message that reads: "Donate Magic here. the key on the blank brick to activate the sword." If any sword is placed here and 27 . Written on the south wall is one of 50. There are displaces beasts that guard portal and teleport your party to level 7, the correct items are placed at locations 40, the following messages: "Thank you" or this area. location 65. 41, and 42, the door to the south 43 opens. "You forgot something." 51 . There are two rust monsters that 12. There is a pair of drow boots here. 40. On the east wall, above a pressure 28. Down this hall, on the west walls, wander in this area. plate is the message: "Donate armor." If 13. The wall to the west is an illusion . are carved shelves. As the characters step any armor is placed here, and the correct 52A. There is a spider keyhole on the next to these shelves, some of their items 14. There is a +3 drow shield here. items are placed at locations 39, 41, and south wall. Insert a drow key to open the will be placed there. The only way to 42, the door to the south 43 opens. western door. 15. There is one displaces beast in this deactivate this trap is to step on the pres- room. sure plate at location 26 . 41 . On the west wall, above a pressure 52B. There is a spider keyhole on the plate is the message: "Donate food." If any south wall. Insert a drow key to open the 16. There is one displaces beast in this 29. On the west wall is written: "Hall of rations are placed here, and the correct western door. room. Thieves." are placed at locations 39, 40, and items 53. There is one rust monster that wan- door to the south 43 opens. 17. There is a shelf carved into the west 30. On the east wall is an inscription of a 42, the ders in this area. wall. If you place an Orb of Power (from gem. Insert a glowing rock to open the 42. On the east wall, above a pressure levels 11 or 12) on the shelf, all magic 54. There is a message written on the eastern door. plate is the message: "Donate missile." items carried in your party will be identi- wall that reads: "The cunning and agile 31 . There are two displaces beasts in If any missile (rock or arrow) is placed fied but the Orb will disappear. this shall survive." The party should run down here, and the correct items are placed at room. the hall to the east to avoid being hit by locations 39, 40, and 41, the door to the 18. There is a message that reads: "Oracle the dart traps in the illusionary walls to of 32 . There is a drow key here. south 43 opens. Devouring." the north and south . 33 . On the east wall is an inscription 19. The wall to the east is an illusion. of a 43. This door opens when the four items gem 55. Stepping on this pressure plate will set . Insert a glowing rock to open the are placed at locations 39, 40, 41, and 42. 20 . There is a suit of chain mail here. off dart traps from the illusionary walls. eastern door. There are 2 displaces beasts in this room. 21 . There is a mage scroll of Invisibility . 56 . Stepping on this pressure plate will set 34 There is a mage scroll of Stoneskin 44. There is a poison potion here - here. . off dart traps from the illusionary walls. here Do NOT drink it. 22. The wall to the south is an illusion . 57. There are bones here. These are the 35. On the east wall is written a message 45. There is one displacer beast guarding that reads: "Watch your head." There remains of the fighter Beorham and his 23. This door can only be opened from are each of these rooms. pits in the ceiling. gear. There is a dagger, a shield plate this side. 46. There is one displaces beast guarding mail, helmet, holy symbol and an ancient 36. When you step here, a 24. Stepping on this pressure plate doses glowing rock this room. +5 long sword named "Severious". flies from the east and lands and opens the door. Inside this room are here. Step on location 37 to get a second 47. There is one displacer beast guarding 58 . Stepping on this pressure plate will set two displaces beasts. glowing rock. this room. off dart traps from the illusionary walls. 37. When you step here, a glowing rock 25. There are three arrows here. 48. an illusion . flies from the east, landing in location 36. There is one displacer beast guarding 59 . The wall to the south is this room. 38 . These stairs lead up to level 8, location 59. 60. There is an uncharged Magic Missile 71 . The wall to the north is an illusion. 84. These stairs lead down to level 10, pressure plate deactivates all teleporters Gauntlet in the south wall. 72. There is nothing here. location 1. down the east wall. To get here easily, fol- 61 . There is a message written on the low the procedure described at location 4. 73. There 85. There is a cleric scroll of Raise Dead west wall that reads: "brow word for is a cleric scroll of Protection from Evil Where. here. 4. Written on the south wall is the mes- button." sage that reads: "Proper sequence." The These stairs lead up to level 8, 74. There are five darts and a cleric scroll 86. correct procedure to bypass this hail is: 62. Stepping on this pressure plate sets off 10. a of Dispel Magic here. location Magic Missile from the area to the west. A. Step into the first teleporter to the 87. There is a message on the south wall 63. There is a spider button on the east 75. Throw an item through the northern west of location 4 - your party will be that reads: "Storage." wall. Pushing it will activate a Magic wall and the wall to the west disappears. teleported down the hall. Missile Gauntlet at A. Next, throw an item at the newly 88. There is a spear here. revealed pressure plate to the west to B . Turn 180 degrees from your new 64. There is a spider button on the east cause the illusionary wall at location 69 to 89. The wall to the north is an illusion. location, and step into the next tele- wail - Pushing it will activate a Magic disappear. There are also pits to the west and there is a mage scroll of Armor here. porter - the party will then be tele- Missile Gauntlet at B. ported to location 3. and south of this location. 90. There is a cleric scroll of Flame Blade 65. There is a spider button on the south 76 . These stairs lead down to level 10, here. 5. Written on the south wail is a message that reads: "Thirteen." wall - Pushing it will activate a Magic location 47. 91 . There is one displacer beast in this Missile Gauntlet at C. 77. These stairs lead down to level 10, alcove. 6. There are cleric scrolls of Remove 66. Paralysis and Flame Blade here. There is a spider button on the north location 53. 92. This door is opened by a button on wall - Pushing it will activate a Magic the other side. 7. On the west wall is a portal that Missile 78. Push the secret button on the south Gauntlet at D. There is also a requires the stone scepter as a key. Placing drow key wall to open the passage to the north. 93. This is the pressure plate that opens here. the key on the blank brick activates the 79. location 69. 67. On the west wall is a spider button There is a cleric scroll of Raise Dead portal and teleports your party to level 8, - Pushing it will activate a Magic here. A - F. Magic Missile Gauntlets. location 72. This portal only teleports the Missile Gauntlet at F. 80 . There is one rust monster party one way. wandering Level 10 - Xanathar s Outer in this area. 68. Stepping on this pressure plate sets off Sanctum, Mantis hive (p. 25) 8. There is nothing here. a Magic Missile Gauntlet at E. To the 81 . There is a Wand of Fireballs here. Walls: The walls of this level consist of 9. On the east wall is a portal that south is a spider button - pushing it also 82. fitted stone, covered by moss and slime. requires the stone ring as a key. Place the sets off a Magic Missile Gauntlet. On the On the west wall is a spider button. If this key on the blank brick to activate the east wall is a spider keyhole. Insert a button is pushed after placing an Monsters: Mantis warriors inhabit this item portal and teleport your party to and from drow key to open the door to the west. into the shelf at location 83, the level. item is devoured and the passage to the level 6, location 45. 69. Locations and Events: The wall to the west will disappear north opens. 10 . In the four eastern alcoves are four after the appropriate actions at location 75. 1 . These 83 . There is an empty shelf on the west stairs lead up to level 9, mantis warrior guardians. 70. This location 84. room can only be accessed by wall. 11 . There is a poison potion here. falling through the pit on level 8 at 2. There is a suit of plate mail here. location 40. There is a Potion of Extra Healing here. 3. The hall between locations 3 and 4 is filled with teleporters that bounce your Party randomly around this corridor. This

61 62 12. There is a Wand of Frost here. 27. There is a mantis warrior in this room. 39. Push the lever on the east wall twice 2 . Written on the west wall is the message the block north and expose the that reads: "Your fate lies in the stars." 13. There are cleric scrolls of Cure Critical 28. The pit in the ceiling here is from to move corridor again. Wounds and Flame Blade here. level 9, location 75. southern 3. On the west wall is a portal which on the north wall is a requires the stone holy symbol as a key. 14. If you press the button on the west 29. If you enter this level at location 33, 40. Written that reads: "Jump." There is a Place the key on the blank brick to wall, a mantis warrior will appear to the stow weapons on the pressure plates at message potion Giant Strength here. activate the portal and teleport your party east behind you. There is a useless wand locations 29, 30, and 31 to open the door of to level 7, location 67. here. to the north. 41 . This pit will drop the party down to 11, location 1 . This is the only way This is also part of the "Celestial Stars of 15. Prince Keirgar is here. He should be 30. This pressure plate should be left level to level 11 . Navigation ." -a device that aligns the returned to the dwarven camp on level 5 . alone unless the party entered at down three concentric squares (containing location 33 . Written on the north wall is a 16. The message on the east wall reads: 42. locations 1-11), and allows you to explore that reads: "Jump." There is a 'Welcome." A Magic Missile trap fires 31 . This pressure plate should be left message the different sections of this level. of Feather Fall here. when you step here. alone unless the party entered at Ring To align the rings, press the buttons location 33 . There is a Cleric scroll of Neutralize 17. On the south wall is a keyhole. 43. located around the perimeter to rotate the Poison here. Inserting a skull key opens the south door. 32. The writing on the wall to the north opening 90 degrees clockwise. Aign the of this area reads: "Stow yer weapons." on the west rings from the inner ring outward and 18. Written on the north wall is "In case 44. There is a secret button A mantis warrior guards this area. passage to the repeat the process as you complete of fire.. ." wall. Pushing it opens the south. different section of the level . 33. These stairs lead up to level 9, 19. Opening this door reveals a button on location 77 . of Cone of 4. "Celestial Star of Navigation" the north wall. Pushing this button sets 45. There is a mage scroll Cold here. button/opening . off a Magic Missile trap. 34. Three mantis warriors are in this area. 46. There is an arrow here. 5. There is a message here that reads: 20. Opening this door reveals a button on 35. Mantis warriors patrol this area . "Leave no stone unturned." the north wall. Pushing this button causes 47 . These stairs lead up to level 9, 36. Here are the remains of the ranger the party to be hit by a Fireball spell . location 76. 6. "Celestial Star of Navigation" Tyrra. He can be resurrected by the dwar- button/opening . 21 . There is a message on the north wall ven cleric. There is also a skull key here. 48. Here you meet Shindia, Xanathars that reads: "In case of flood.. ." female drow elf spy. You will learn 7. "Celestial Star of Navigation" 37. There is a sliding block in the additional information if the party chooses button/opening . 22. There are two mantis warriors here. corridor to the north that is moved with to "Hear her out." the levers at locations 37, 38, and 39. 8. "Celestial Star of Navigation" 23. Written on both the north and south Push the lever on the south wall twice to button/opening . walls is the message that reads: "Hive." Level 11-Xanathars Outer move the block to the north and expose Sanctum, Lower Reaches (p. 26) 9. "Celestial Star of Navigation" 24. Two mantis warriors guard this area. locations 38 and 39. Walls: The walls of this level consist of button/opening . 25 . There is a mantis warrior in this area. 38. Push the lever on the west wall twice fitted stone, covered by moss and slime. 10. There is a mossy rock here . to make the block move to the south and 26 . There is a arrow here. Monsters: Mind flayers and xorn inhabit expose the room with locations 40, 41, this level . and 42. Locations and Events: 1 . This area is accessed only by falling through a pit at level 10, location 41 .

63 64 11 . Written on the south wall is a mes- 26 . Your party is teleported here from Healing Potion here, which must be 56. There is an Orb of Power here. sage that reads: "Alignment must be true." location 35. taken to the dwarves on level 5 to awak- 57. There is one mind flayer guarding 12. This their king. is a normal door - no keys are 27. There is a mage scroll of Hold en this room and a drow key. required. Monster here. 40. There is a dwarven Potion of 58. There is one mind flayer in this room. 13. On the south wall is a keyhole. Insert 28. From here your party is teleported to Heating in the south shelf. This needs to a drow key to open the west door. location 25 . be returned to the dwarves' camp on level 59. There is one mind flayer in this room. 5. A Wand of Frost also appears here There is also a stone holy symbol here. 14. There is +3 banded armor and a +4 29. Your party is teleported here from after location 19 is complete. long sword named "Slasher here. location 33. 60. The bones that are the remains of the 41 . There is a cleric scroll of Cure Serious mage Kirath are here. There is also a spell 15 . There is a non-magical ring here. 30. From here your party is teleported to Wounds here. book +2 Bracers of Defense, +2 Ring of 16. This is location 34. Protection, +5 dagger called "Flicka°, and a normal door - no keys are 42. There are three xorn in this room. required. 31 . Your party is teleported here from a Robe of Protection +5 here. location 24. 43. There is a mossy rock and a cleric 17. A secret button on the south wall scroll of Raise Dead here. Level 12 -Xanathar's Inner Sanctum opens a passage to the south. 32. From here your party is teleported to (P. 27) 44. In the maze between locations 44 and location 36. Walls: The walls of this level consist of 18. On the south wall is a keyhole. Insert 45 there are seven xorn patrolling. opulent a a drow key to open the southern door. 33. From here your party is teleported to decor. 45. Xorn patrol this area. There are also two xom here. location 29 . Monsters: Stone golems and Xanathar 19. There is a mind flayer here. Also, on 34. Your party is teleported here from 46. Written on the south wall is: "Room himself inhabit this level. of the Key." the south wall is a portal which requires location 30. Locations and Events: the stone orb as a key. Place the key on 47. On the west wall is a secret button the blank brick to activate the portal and 35. From here your party is teleported to 1 . On the west wall is a portal which location 26. that opens the passage to the west. teleport your party to level 12, location 1 . requires the stone orb as a key. Place the 36 . Your party 48. There is a drow key and a stone orb key on the blank brick to activate the 20. A secret button on the west wall is teleported here from location 32. portal key here. portal and teleport your party to level 11, opens the passage to the west. location 19 . 49. This is a normal door - no keys are 21 . There is one mind flayer here. 37. There is a Luckstone Medallion and a cleric scroll of Raise Dead here. required. 2. On the west wall is a hole that reeks of smoke. 22. There is one mind flayer here. 50. There 38. This is a normal door - no keys are is one mind flayer in this room. 3. Push the wall ornamentation and a 23. There is a Wand of Lightning Bolt required. 51 . Written on the east wall is "Chwat." here. hidden passage opens to the west. 39. Down this entire hall are levers on 52. There is a secret button on the west 4. On the west wall is a sign which 24. From here your party is teleported to the east wall. Continually move up and wall that opens a passage to the south . reads: 'Turn back, no trespassing." location 31 . down the hall, setting all levers to the up There is also one xorn here. position. Keep doing this, even though 5. There is a normal door here. 25. Your party is teleported here from 53. There is one mind flayer in this room. location 28 . some of the levers flip back down, push them back up. Once they all remain up, a 54. There is one mind flayer in this room. Wand of Frost is delivered to the shelf at 55. location 40. There is also a dwarven On the south wall is a secret button that opens a hidden passage to the south.

65 66 6 . Stepping on this pressure plate closes pedestal are three signs that read: "Stone sets off a Fireball from the north 28A. There are three Orbs of Power here. (location the door to the east. There are four stone for substance," "Potion for strength," and 44). The trap can be avoided if all your can only be opened from golems in this area. One stone golem "Sphere for animation." Put a rock, potion, 28B. This door characters are invisible. carries a skull key. and orb on each of the appropriate the other side. 47 & 48. There is one large eye on each pedestals, and push the button on the secret button on the south wall 7 . Abutton on the east wall opens the 29. A pedestal. north wall to create a stone golem in loca- passage to the north. opens the door to the south. tion 16. Making golems is not a good idea 49. There are light beam projectors to the button on the south wall opens 8 . This door can only be opened from the unless you want more combats and EXP. 30. The east and west. Breaking the hidden beam door. other side. the southern while visible causes spikes to fire at the 18. This door can only be opened from is one stone golem here. party. Enter this trap with all characters 9 . Abutton on the east wall teleports the the east. 31 . There invisible. There are copies of portals keys party one square east, into the wall. south wall is a keyhole. 19. This room can only be entered from 32. On the in the south shelf: a stone orb, stone holy Characters may step forward into the next skull key opens the door to the the south. The doors to the east and west Inserting a symbol, stone ring, stone necklace, stone room (with locations 12-15), or back into reveals a Wand of Magic can only be opened in this room. south. This medallion, stone dagger, and a stone the previous one. Missiles. scepter. 20 - 22 . The pedestal at location 20 has a 10. Push the button on the east wall to . On the north wall is a keyhole. Insert large eye on it. Place an orb of power on 33 50. Step on this pressure plate to close the teleport your party to location 26. a skull key to open the door to the north each pedestal to the east at location 21 and door to the east. Wand of Magic Missiles . 11 . Push the button on the east wall to west at location 22, and the eye and those and reveal a 51 . Step on this pressure plate to close the teleport your party to location 57. pedestals will disappear. Place an orb of 34 - 37. These four rotating shelves will door to the west . power on the pedestal at 20 and it will of four iron rations. 12. The door can only be opened by dispense a total disappear. 52. There is a button on the east wall. inserting a skull key in the keyhole. 41 . on one of these pressure 38 - Step Push it to create a shelf with a Potion of 23 . Written on the west wall is "Room of plates to close all of the doors to this room. 13 . A non-magical ring and a Potion of Speed in the north wall . the spheres." Healing are placed on this pedestal . If you 42 . Asecret button on the west wall 53. There is a button on the east wall. go directly over and take the items, other 24. Stepping on this pressure plate closes opens the alcove to the north. Pushing it triggers two Fireballs that fly items will be stolen from the party and the door to the east. Opening the door 43. There are two Potions of Invisibility east from holes west of locations 52 and lost permanently. To get the ring and reveals a button on the east wall. Pushing here. 54 . The Fireballs fly one square and then potion, characters must drop their own this button creates a Wand of Fireballs in turn towards location 53 to hit the party. small items before going to the pedestal. a shelf in the south alcove . 44. On the north wall is a hole that reeks faintly of smoke -it launches Fireballs to 54. There is a button on the east wall. 14. There is a skull key here. 25 . There is a button on the east wall. the south. Push it to create a shelf with an Orb of Pushing it teleports the party to location 9. 15 . Anon-magical necklace and a Potion Power in the south wall . 45. Xanathar inhabits this area - of Healing are placed on this pedestal. 26 . A button on the east wall teleports BEWARE! The most effective way to 55. There is a button on the east wall. This works like the trap at location 13. the part one square east, into the wall. destroy Xanathar is to use the Wand of Push it to teleport your party to location 9. Characters may step forward into the next 16. This is where the stone golem is Silvias. This is obtained from the dwarves room (with locations 55-57), or back into 56 . There is a button on the east wall . created from location 17. after returning the potion to revive their the previous one. Push it to teleport your party to location 26. king . The wand should be used to repel 17. Along the north wall of this room are 27 . There is a button on the east wall . him into three pedestals. To the south of each his spike trap at location 49. Pushing it teleports the party to location 57. 46. There are light beam projectors to the east and west. Breaking the hidden beam

67 68

-:4 57. There is a button on the east wall. in EYE OF THE BEHOLDER: holy symbol, TIKEASUSE GUIDE ~-: Push it to teleport your party one square to necklace, orb, dagger, medallion, scepter, includes the treasure in EYE OF THE BEHOLDER. This includes both the list of the east, into the wall. Characters may see and ring. This section level and a list of hints to the "Beholder Special Quest Bonuses" for players who into the next room (with locations 47-49), items by Portal Table. want to get the most out of the game. but must step back into the previous one. ENTRANCE DESTINATION KEY KI LEVEL Arran LEVEL ANu Pormu. LEVEL ARu STONE ITEM 58. To each side is a pedestal with a large item By Level A. 4 59 7 63 G 5 27 Medallion eye on it. These eye triggers will release 3 The following lists include all of the main items in EYE OF THE BEHOLDER. If the party B. 5 24 7 67 E 5 26 Necklace stone golem guards from the south if your finds a lock that needs a specific key, or a trap that requires a specific item, use these lists C. 6 45 10 9 M 6 47 Ring characters are not invisible. to find the nearest place to get what the party needs. D. 7 67 11 3 0 11 59 Holy Symbol 59. There is a Potion of Vitality and a E. 7 67 5 24 B 5 26 Necklace Potion of Invisibility here. F 7 65 9 11 K 2 37 Dagger Level 1 Level 2 60. There is a Potion of Vitality and a G. 7 63 4 59 A 5 27 Medallion LOCATION ITEM LOCATION ITEM Potion of Invisibility here. H. 7 63 - - - - - Gem' 1. 2 rocks 1 . Silver key 1. 8 34 10 7 L 4 23 Scepter# 2. Lock picks, halfling bones 7. Potion of Vitality J. 8 72 - - - 4 23 Scepter# 5. Rations 12. Rations, Potion ofGiant Strength, K. 9 11 7 65 F 2 37 Dagger 7. Two rations, mage scroll of Detect Magic silver key L. 10 7 8 72 J 4 23 Scepter# 11 . Rock 17. Rations, Silver key M. 10 9 6 45 C 6 47 Ring 14. +2 dart 20. Rations N. 11 19 12 1 P 11 48 Orb 17. Rock 26. Mage scroll of Shield 0. 11 3 7 67 D 11 59 HolySymbol 19. Arrow 28. Rock P. 12 1 11 19 N 11 48 Orb 20. Shield 29. Sling `The stone gem that triggers the portal on level 7 is 21. Mage scroll of Armor, cleric scroll ofBless 34. Rations, silver key unavailable in EYE of THE BEHOLDER. 35. 2 arrows #Thethree stone scepter portals are connected in series. 36. Rations Entrance 37. Stone dagger (portal key) ID: The unique letter representing this portal 39. Rations, Potion of Extra Healing Level: The level that the portal is located 43. Leather boots, rations YOTtals Area: The map area number where this portal is 46. Rations The dwarves that built the halls beneath located 52. Potion of Healing the Waterdeep sewers used a series of 54. Bow Destination magic portals to move quickly through Level: Which level the party is teleported to 56. Mage scroll of Invisibility their underground empire. These portals Area: The map area number where the party is 61 . Potion of Healing are now used by Xanathar and his teleported 62. Gold key minions as a system of high-speed trans- Portal : The destination portal ID 64 Rock portation. These portals and the stone items that trigger them make it much Key Level: The level on which the stone portal key is easier for the party to move and explore. located There are 16 different portals, each one Area: The map area number where the stone key is requiring a special enchanted stone item located as a key. There are 7 different stone items Stone Rem: Which stone keywill activate the portal

69 70 Leve13 Leve14 Leve15 Level 6 LOCATION ITEM LOCATION tTEI+ LOCATION ITEM LOCATON ITEM 5 . 3 Iron rations 3 . Silver key 4 . Cleric scroll of Prayer 7 . Kenku egg 11 . Rock 5 . Silver key 5 . Scale mail, Dwarven key 9 . Kenku egg 12 . Dwarven key 6. Arrow 11 . Iron rations 10 . Mage scroll of Hold Person, 2 Potions of Arrow 10 . Cleric scroll of Cause Light Wounds 15. 12. Iron rations Extra Healing, Wand of Frost 16. Rock 11 . 4 Darts 12 . Silver key 21 . Cleric scroll of Hold Person 18 . Rock 12 . Key 13 . Arrow 22 . Iron rations 16. 15 . Mage scroll of Detect Magic 20 . Ring (non-magical) 25 . Mage scroll of Haste Kenku egg 17. 5 Kenku eggs 16. Red gem, +3 dagger 21 . Arrow 26 . Stone Necklace (portal key) . Stone Scepter 18. 2 Kenku eggs 20 . Potion of Extra Healing, Potion of Healing 23 (portal key) 27 . 6 Rations, stone Medallion (portal key) 25 . 4 arrows, Potion of Speed, red gem 24 . Arrow 31 . Poison potion 19 . 4 darts 22 . Dwarven key 29 . Rock 25 . +3 Ring of Protection 41 . -3 Cursed sling 23 . Dwarven key 35. Mage scroll of fireball 32 . Mace 43 . Key 29 . Rock 40. Spear, leather armor, human bones, 35 . Mace 44 . Leather boots 30A. 4 Darts long sword 38 . Dwarven key 45 . Ring of Feather Fall 308 . 4 Darts 42 . Rock 47 . Robe, medallion (non-magical) 48 . Plate mail, mage scroll of Invisibility 10' 30C . 4 Darts 45 . Rations 49 . Dwarven key 56 . Rock of 31 . 4 Darts 49 . Shield 60 . 2 Potions Cure Poison 58B . Wand of Frost of 32 . Wand of Magic Missiles 53 . Blue gem 61 . 2 Potions Cure Poison 62 . Rock 34 . Dwarven key 55 . Blue gem 72 . Dwarven key, Potion of Healing 64 . Spear, iron rations 79 . Potion of Healing 35 . +1 Dwarven shield 60 . Blue gem 67 . Cleric scroll of Aid 81 . 2 Potions of Cure Poison 36 . Cleric scroll of Cure Serious Wounds, cleric 61 . Blue gem 68 . Iron rations scroll of Dispel Magic 82 . +3 Axe called "Drow Cleaver" 70 . Mage scroll of Dispel Magic 64 . Shield, chain mail, arrow 37 . +3 Mace 83 . Cleric scroll of Slow poison, mage scroll 83 . Long sword 65 . 3 iron rations 39 . Ring (non-magical) of Flame Arrow, Potion of Healing 84 . -3 Cursed axe 71 . Wand of Magic Missiles 40 . Rock 85 . Dwarven shield, dwarven helmet J . Cleric scroll of Detect Magic V . Rations 42 . Cleric scroll of Flame Blade W . Potion of Healing 47 . Stone Ring (portal key) Y . Cleric scroll of Flame Blade 49 . Bracers (non-magical) Z. Rock Levd 7 Levd 8 Levd 9 Levd IU LOCATION her LOCATION hat LOCATION her LOCATION her 5 . Cleric scroll of Slow Poison 5. Ruby key 12 . Crow boots 2. Plate mail 6. Cleric scroll of Create Food 6. Elven bow, mage scroll of Vampiric Touch 14 . +3 Crow shield 6 . Cleric scroll of Remove Paralysis, cleric scroll 7. Mage scroll of Fireball 8. Crow key, Red gem 20. Chain mail of Flame Blade 11 . Cleric scroll of Bless, necklace (non-magical), 11 . Mages scroll of Shield, jeweled key 21 . Mage scroll of Invisibility 11 . Poison potion iron rations 12 . Crow key 25. 3 Arrows 12 . Wand of Frost 12. Arrow 15 . Ruby key 32 . Crow key 13 . Cleric scroll of Cure Critical Wounds, Cleric 13. Ornate shield (non-magical) scroll of Flame Blade 23 . Crow key 34 . Mage scroll of Stoneskin 19A. Human bones, holy symbol 14 . Useless wand (non-magical) 28. Scepter of Kingly Might, robe 44 . Poison potion 21 . Cleric scroll of Protection from Evil 10', Cleric 26 . Arrow 30 . Flail 49 . Cleric scroll of Detect Magic scroll of Remove Paralysis, key 36 . Human bones, skull key 31 . -3 Cursed Plate Mail of Great Beauty 57 . Human bones, +5 long sword called 24 . 3 Arrows 40 . Potion 35 . Drow boots "Severious", shield, plate mail, helmet, holy of Giant Strength 25 . Luckstone Medallion symbol, dagger 42 . 36 . Cleric scroll of Protection from Evil Ring of Feather Fall 28 . Arrow 47 . Ring of Sustenance 66 . Crow key 43 . Cleric scroll of Neutralize Poison 31 . Potion of Healing, Key Extra Healing 50 . Mage scroll of Invisibility 10' 70 . Potion of 45 . Mage scroll of Cone of Cold 39 . +2 Ring of Protection Darts always there) 53 . Cleric scroll of Hold Person 72 . 5 (not 46. Arrow 44 . Banded armor 73 . Cleric scroll of Protection from Evil 10' 58 . Ring (non-magical), Medallion (non-magical) 45 . Jeweled key 74 . Cleric scroll of Cure Serious Wounds, cleric 61 . Cleric scroll of Cure Critical Wounds, cleric 47 . 3 Arrows scroll of Dispel Magic Levd It scroll of Neutralize Poison, cleric scroll of LocaloN her 48 . Ruby key Prayer 75 . 5 Darts 10 . Mossy +2 rock 50. Mage scroll of Lightning Bolt 67A. Glowing +1 rock 79 . Cleric scroll of Raise Dead 14 . +3 Banded armor, +4 long sword called 51 B . Jeweled key 73 . Wand of Lightning Bolt 81 . Wand of Fireballs "Slasher" 53. Cleric scroll of Cure Light Wounds 77 . Mage scroll of Ice Storm 85 . Cleric scroll of Raise Dead 15 . Ring (non-magical) 54 . Drow key 78 . Lockpicks 88 . Spear 23 . Wand of Lightning Bolt 56. Mage scroll of Fear 82 . Cleric scroll of Raise Dead, Potion of Extra 89 . Mage scroll of Armor 27 . Mage scroll of Hold Monster 57. Drow key Healing 90 . Cleric scroll of Flame Blade 37 . Luckstone Medallion, cleric scroll of 64 . Useless Wand (non-magical) 86 . +3 Long Sword called "Nightstalker" Raise Dead 66 . Glowing +1 rock 40 . Dwarven Healing Potion 74 . +3 Short Sword called "Slicer" 41 . Cleric scroll of Cure Serious Wounds 77 . +3 Elven Bracers of Defense 43 . Mossy +2 rock, Cleric scroll of Raise Dead 80 . Ring of Wizardry 48 . Drow key, stone Orb (portal key) 56 . Orb of Power

57 . Crow key 59 Stone Holy Symbol (portal key) 60 . Spell Book, +2 Bracers of Defense, +2 Ring of Protection, human bones, +5 dagger called "Flicka", +5 Robe of Protection

l eve112 Hints LKATim ITEM To give the party a head start, here are 13. Ring (non-magical), Potion of Healing eleven clues to the first eleven Beholder 14. Skull Key Special Quest Bonuses! The clues to the 15. Necklace (non-magical), Potion of Healing twelfth special bonus are part of the game 24. Wand of Fireballs itself. Good luck! 28A. 3 Orbs of Power Level 1 : The magic that appears to protect 33 . Wand of Magic Missiles may also empower a weapon. .. 34 . Rations 35 . Rations Level 2: Match four of what you have 36 . Rations the most with their like. 37 . Rations Level 3: ...Do idols really need to see? 43 . 2 Potions of Invisibility 49 . Portal keys : stone orb, stone holy symbol, Level 4: The courteous adventurer leaves stone ring, stone necklace, stone medallion, things as they were, but also keeps the stone dagger, stone scepter dungeon clean. 59 . Potion of Vitality, Potion of Invisibility 60 . Potion of Vitality, Potion of Invisibility Level 5: All adventurers can benefit from a full pantry! Level b: Those that are scattered belong Special Quest Bonuses together. Scattered throughout the game are Beholder Special Quest Bonuses! It is not Level 7: Find the three that hold the key. necessary to complete any of the special Level 8: Ancient traps may be turned to quests to win the game. But for each your advantage . special quest the party completes, they will receive items, EXP, and clues to Level 9: Where it is written, items may completing the game. These items are pass where you may not. not listed in the regular item lists. Level 10: Replace the treasure with that There are 12 special quests, one on each which the drow treasure. level of EYE OF THE BEHOLDER. When the Level 11 : Those second from the ends party completes a special quest, a chime must differ from the rest. will sound, and there will be a message.