20 - 40 hours. If you decide to explore every last piece of the dungeon then you could get up to 50 hours.
Language
English
Races
Any
Tricks & Traps
Heavy
Roleplay
Medium
Hack & Slash
Medium
Classes
Any - A note to Rogues, virtually all doors are plot locked and virtually all traps are non detectable as per the original game, there are reasons for this. More placeable traps have been added to the module for rogues.
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
12
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Can play any - Although you can play any, the original was based on defeating evil.
Description
FIRST OF ALL PLEASE READ THE README file. If you decide to play this mod then you are going to spend 20+ hours doing so, hence, 5 minutes spent on the README will enhance your experience greatly. There is a complete walkthrough included with the d/l now. You will need SoU & HoTU to play this and be updated to version 1.65. This is my version of Eye of the Beholder 1. This is a faithful reproduction, with a few enhancements, allowing for the NWN game engine plus a few surprises to keep EOB veterans on their toes. The RESPAWN option is disabled in line with the original game, so please remember to save your game often. The module was written specifically for SP. If you wish to play an MP version, then see this page http://nwvault.ign.com/Files/modules/data/1109836352000.shtml for 'Dark's version. If you think you have found a bug then please let me know below. Have fun! Wolfspirit.
Posted by Wolfspirit at 2009-10-06 02:39:37 Voted 10.00
Hi fkirenicus,
First, the Kuo Tua. Yep, they did drop iron rations in the original which I turned in to small health packs as food isn't needed. If you kill them fast enough, you get the health packs, if not, sometimes they may heal themselves!
The door at the museum is correct as you found. :)
There are floor triggers in almost every area that check your henches in comparison to yourself. The reason for doing it this way was so that various henches could be maintained at different levels based on what level they started at in comparison to you so the script that is triggered maintains the level difference between you and the hench. This also allows you to change the difficulty by using a lower level hench like Dorhum as opposed to Taghor.
A couple of heads up for you.
When you get the dwarven healing potion, make sure you save before you re enter the dwarven compound. Sometimes, when the King is making his way to your location, if he hits another wandering dwarf it can stop him getting to you and effectively crashes the script. If that happens, just reload and do it again.
Be aware that if you use Anya, she is very pretty but really thick! She has an intelligence of like 5 iirc. So taking her into the Mindflayers is a risk!
Never mind the level up problems, I noticed that that both Taghor and Dohrum now are levelling as they should (they hadn't levelled when I quit playing the night before yesterday, but when I loaded the game yesterday they were both a level higher). _________________________ best regards,
fk
Uhhmm, found Taghor and Dohrum, and levelled up in the process. However, they didn't level up. Do the henchmen earn their own XP, or will they never level up? _________________________ best regards,
fk
Ah. Found a button on the SOUTH wall at the place/tile in question and a new red gem, so it's no big deal after all. Am enjoying this very much, especially the little twists such as the Sea Hag and the Spiderlings. Thank you for a very good NWN-EOB. :-) _________________________ best regards,
fk
Just started playing this (in earnest, that is, have tried a few times before), and I really like your version. However, no votes as of now - I need to play a bit further.
A couple of things I would consider you to look into:
1) The Kuo-Tua in the original drops rations. In your version I guess they have rations in their inventory, which means they can heal themselves. Is this intentional? I certainly makes this mod a far greater challenge than the original EOB...
2) In the Lower Sewer Level map I think there's a tiny error. Check out row 10, column 4. There's an inaccessible door there if you come from the north (i.e. through the Museum). Now I may be wrong, but I seem to recall there was a button on that wall that made it disappear. This is no big problem, but going this way and around made it possible to save one of the red gems for later (the "One key for one gem" on level 8?) in the original. _________________________ best regards,
fk
Posted by RyanC08 at 2009-03-23 08:52:44 Voted 10.00 on 03/23/09
Hey again, I just finished the module excellent. I really liked what you did at the ending, when you teleported the PC back to the castle and had everyone cheer for him. I never did like it on the first one. They basically said "Good Job!" and booted you out to DOS. I like how you implemented the wand of Silvias and Xanathar's death by the torture room. Like I said before, awesome job, and lookin forward to EOB2.
Posted by RyanC08 at 2009-03-20 13:18:46 Voted 10.00 on 03/23/09
Syndicatedragon - I've been playing on 1.69 and it seems to be running fine, so far. I'm in the drow level 6.
Wolfspirit - I love this module! It is very true to the original. The two things I liked were the Blue colored robe, made in the style of EOB1. It took me back to those good old days...
I also smiled as I saw the "HACK!" message as you slash the spider webs in level 2. First, I was confused with all the ^'s and V's. Then I realized it was from EOB1. Well done!
But the funniest part, by far, was the messages when the zombie vomits on the PC and he says something about not having sex for a month. I laughed so hard. Looking forward to EOB2!
Posted by Wolfspirit at 2008-02-18 22:26:20 Voted 10.00
Hi brucesinner,
I believe that Rick, JamyM and the Hankerchief were working on a Darkmoon remake. JamyM had done a very good job of starting the module and had reached the prison level of the catacombs where Casandra is held captive.
Tbh, I'm not sure how far they got with it, and if no results are coming from any of their names then its probable that it didn't get finished or they are trying to make a version with NWN 2.
Is there an Eye of the Beholder 2: Legend of Darkmoon remake for NWM1 ???
If so, where can I find it ???
thanks
Posted by Wolfspirit at 2007-10-16 23:55:59 Voted 10.00
Thanks for taking the time to comment and vote krickerd.
Not sure about the chests, maybe subsequent Bioware updates have had a slightly adverse affect on the mod.
For Keirgar returning, you could well be right, can't remember tbh, too long since I looked at it!
Yeah, I spent an age designing that ending, but as I had already created the castle for the start, it seemed fitting to use it again at the end.
Overall, it took approximately 9 months to complete the whole thing, 6 months of scripting and building, then 3 months of testing, which would have been a longer had it not been for Mountainlake who provided some great ideas as well :)
Posted by krickerd at 2007-10-14 15:21:00 Voted 9.25 on 10/14/07
Just finished it. Very good rendition in my estimation. The artistic liberty you took on certain things such as the mind flayer thralls was very well done. I didn't get to everything, but managed to see most of it. The only bugs I saw were:
1. Several chests etc. had titles that had 'code' in them (just looked a bit weird).
2. When I rescued the prince's son, I didn't allow him to join (didn't want to drop anyone) so I didn't get credit for it. This may have been my fault but I thought he should have been able to make it back to camp on his own.
I played as a mage, glad I had Taghor and Behoram, especially on levs. 11 and 12. The ending was very nice, way better than the original (no ending - the program may as well have crashed). Overall a great mod. Must have taken a long time to make (I swear you guys should get paid for your work). _________________________ Defeat the Black Knights! Play Phantasie
Posted by Wolfspirit at 2007-02-22 03:39:24 Voted 10.00
No, mine is.
I included all the traps in their original format. Mine has the 'original' feel to it, so if you want to bit of real nostalgia then its here.
If you want, shall I say, a more 'Hollywood' style approach then play Rick's.
Rick's is more about constant (and I mean constant with a big C hack n slash), where mine includes such levels as lvl 4, the first dwarven level as an aftermath of a battle, where its lonely and populated only by vermin. This intersperses the action on the level where opening some doors is bad, while for others your met with silence.
Anyway, give it a go if you have the time :)
P.S. keep an eye out for my self built vomiting zombies :)
Ah yes! Now those jars of oil make sense. I will try that.
Yes, the readme has Rick Francis as the designer. What are the differences between the versions?!? Oh wait, is his the more 'hardcore' version?
J.
Posted by Wolfspirit at 2007-02-19 23:08:31 Voted 10.00
Hi pondosinatra,
firstly open up the map for lvl 3 that comes with the download, you obtain your first red gem at location 16, you will need a silver key which can be obtained from location 3 or from the wandering Flind at location 5. Be careful not to fall through the pit just beyong location 15, it almost guaranteed death from what's down there!
Now take your red gem to location 32 and put it in the box outside the door, this will open the door to the next room. Fight the Flind, cross the room, pickup the fireball scroll for loot at location 35 and use the lever at location 36. Now you have a few more fights before walking around to location 38. Make sure you save before opening the door as this room holds a surprise to keep EotB vets on their toes :) At location 40, you will find Anya.
If all of that does not solve your problem, are you sure you are posting on the right EotB page, because I seem to remember that Rick Francis required you to keep some oil in your backpack to release rusted levers. It may be that your playing his version and you have posted on my forum page.
Ok.....I've wasted over 2 days on this. I can't get to Anya! I think the problem is I open up access to Level 4 and then somehow the Red gem I grabbed earlier just disappears. Anyways I went back and played level 3 from scratch again, this time I was able to open the door with the Red gem. But I still can't get past that room. The lever that opens the south door says that it's rusted and won't move and no matter what I do I can't open that door!
Posted by Steve_Savicki at 2007-01-07 14:09:20 Voted 10.00
Wolf,
Please e-mail me again. Let's see if the e-mail function works this time. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Wolfspirit at 2006-12-21 22:22:49 Voted 10.00
You don't dissipate them Steve, some of them you walk right through, others you have to find a clickie.
Posted by Steve_Savicki at 2006-12-19 19:05:22 Voted 10.00
Am trying this again. Level 1:
How do I dissapate the illusionary walls?
As a Mac user, Appleworks doesn't open your Microsoft Word walkthrough. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Wolfspirit at 2006-09-27 18:38:35 Voted 10.00
Yes exactly, 200 Mbs, and I didn�t want to make people have to download such a huge file just for some heads. If you want to upload the hak yourself to separate page, then I can point anyone in the right direction who may subsequently ask about it.
What I am proud of is that I have not had to make any adjustments to the mod in nearly a year and a half and I would like to keep it that way. For me it means the mod is solid and has been for a long time.
The walkthrough is taken directly from the official cluebook and the maps are identical to the original cluebook as well. I made a few adjustments in the text section descriptions to allow for subtle changes I had made to some puzzles due to the game engine. This was in response to Dormammu saying their wasn�t a decent walkthrough available, well there is now and has been since he did his review getting on for 2 years ago.
Point noted on EotB 2, IF I do it!
Posted by SilverStar333 at 2006-09-27 10:30:31 Voted 10.00
Let me hog the comments a bit longer *laughs* I would suggest, if you do EOB2, that you allow for three henchmen, but ONLY once the PC is inside the temple, and sealed in. The reason being is that Calandra joins your party in the basement, and if you don't let her join, you never see her again. In the original, she was a fighter, and a great addition to your front line. Just an idea if you ever do up EOB2 ;)
_________________________ Never pass up a good opportunity!
Posted by SilverStar333 at 2006-09-27 10:14:00 Voted 10.00
One last thing, I did find an the original clue book in txt format, would you like me to upload it to this mod's page? Someone did a very good job on it, and it seems totally complete. I'm also willing to upload the combined hak file (a packed one of course) once I finish playing through again to make sure there are no problems. As I said above, my main concern is that your custom graphics still work :) _________________________ Never pass up a good opportunity!
Posted by SilverStar333 at 2006-09-27 10:10:23 Voted 10.00
Okay, I combined the hack files, yours, and the cep anatomy (large file, over 200 megs), and renamed it to the name of your hak file. In the staging area, the heads seem to show up fine, same for first level, and seems nothing else has changed. For the cleric that gives you the quest, his protrait is now the symbol for the cleric, so not sure if that is what you had to start with. It looks like I'll have to play through the whole module to find out if the rest is okay. I would have just injected cep into your module with the custom content installer, but I was afraid it would mess up the custom graphics you had, esp. when all I really wanted were the heads (I'm sure I got a lot more than that, most of which probably won't be used in any way). As I said, so far it seems to work okay, and gives me an excuse to play through your wonderful mod again :) To answer something you said, yes, there are a TON of mods on here, some good, some bad, some mediocre, but yours is one of the BEST!!! Please be proud of your efforts with this mod!! _________________________ Never pass up a good opportunity!
Posted by SilverStar333 at 2006-09-27 08:55:14 Voted 10.00
I'm not a builder, so what do I do to do that? do I combine cep anatomy hak with your hak, and then make sure the name or the resulting hak stays the same of the of your hak? I've seen many hak file combiners here. If that is what I need to do, and it works, would you like me to post that hak here for those who want the cep anatomy? :) _________________________ Never pass up a good opportunity!
Posted by Wolfspirit at 2006-09-26 23:33:03 Voted 10.00
Hi Silverstar, considering that most people will only play a mod of this size once, considering the plethora of mods available, investing an inordinate amount of time in messing with the CEP just for the heads pack is not justifiable imo, as I explained in the README.
There is nothing to stop you adding the CEP heads to the hakpak if you really think its that important.
Posted by SilverStar333 at 2006-09-25 18:39:43 Voted 10.00
Oh, is there any way you can put CEP in your mod? Or at least support for the CEP heads? I'm tired of seeing "helmet head" :( And I know you can count to 13 (cep heads start at 14), but who wants to do that all the time, and the cep heads are really good too :) The overrides for the heads don't look right :( So I'm kind of stuck if I want anything other than a standard head from HoTU or SoU :( _________________________ Never pass up a good opportunity!
Posted by Wolfspirit at 2006-09-06 00:52:38 Voted 10.00
If I did it, thats what I would like to do.
Posted by SilverStar333 at 2006-08-31 19:50:32 Voted 10.00
So, are we going to see EOB2, Darkmoon Temple, from you? If you do, considering what is there, the character should be able to choose two of the henchmen from the original to start the game with (considering all the undead, I'd choose Ileria at least). Of course, later on, the character might want to choose of the henchmen available in Darkmoon temple. Just some thoughts :) _________________________ Never pass up a good opportunity!
Posted by Wolfspirit at 2006-08-11 05:42:16 Voted 10.00