
Gba eye of the beholder walkthrough Pc#
There’s numerous NPCs that you can add to your party along the way, and slots for an additional two characters in your party.Įye of the Beholder doesn’t feature an automap although you can add one to the PC version by installing the All Seeing Eye mod. You begin by creating a party of four characters. Some of them friendly but most of them not. As you descend you’ll come across various races inhabiting the underworld. When you enter the tunnels the entrance collapses, forcing you to delve deeper into this underground labyrinth. Your team has been hired by the Lords of Waterdeep to investigate the source of trouble lying beneath the city. It’s still playable today by purchasing the GOG version or using Dos Box or an Amiga emulator. It was also available for the Amiga, Sega CD, SNES and Game Boy Advance. I'll have to double-check, but I think the game only goes to 10th level.but that's OK, too.Īt least, when I can pry it out of my wife's hands, anyways.Eye of the Beholder is a role-playing game developed by Westwood Associates and released for the PC in 1991. You only get four classes, fighter, cleric, rogue and wizard.and multiclassing is available, though I haven't tried it yet. Turning undead works about as you'd expect, as well. The two awake kobolds coup de graced my fighters, and then my mages and rogue killed them, and proceeded to CDG the remaining kobolds. I cast a sleep spell on a group of kobolds, and accidentally got my front-line fighters in the spell, who failed their saves (you can see saves being made as a green + appears for success on each target, or a red 'no' symbol appears for failure). Damage models D&D, with players going down but needing stabilizing or they will die. Use a missle weapon in melee, pay the price. My first time out, I got a TPK when testing the game, because I forgot to be careful for AoOs, and my fighter got cut up bad.įlanking, sneak attacks, AoOs and the like are all here. The perspective makes movement a little goofy, and you're not allowed as much mobility as we normally use at the tabletop, but it's all sound stuff. Once you actually enter combat with an enemy group, it switches to a 3/4 overhead view, with miniatures (and that's what the game calls them). Where the game truly shines is in the combat mode.

High bluff or intimidates may get you a better chance to talk with an NPC. High appraise skills, for example, automatically get you cheaper equipment at vendors. Characters prepare spells as per the book, have skills and feats as per 3E (and have more skills implemented than NWN, ironically enough). There are vendors hidden about (you're under Waterdeep) and you can get healed, raised and equipped there. Exploration is wandering the maze, and you get to use several different skills: Climb, Strength checks and Search among them.

The game has two main modes: exploration and combat.

The gameplay, however, is very solid.ĮotB is, quite literally, the single best implementation of tactical D&D available to date. Sound is farily limited, but used for effect. No true-3D here, folks, this is pure old-school Bard's Tale/Wizardry mazes for dungeon crawling. To qualify that: the graphics are, of course, quite limited. Well, I've had a few days to play and consider the first 3E game on the gameboy advance.
