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The sequel to Eye of the Beholder takes place shortly after the success of the heroes from the first game, presumably the player's party, over the beholder, Xanathar, which had saved the city.
However, frequent reports of missing travelers on the outskirts of Waterdeep have begun to filter into the hands of the Lords of Waterdeep and once again, the City's greatest Archmage, Khelben "Blackstaff" Arunsun, calls upon the party to investigate the matter. Villagers are disappearing and the city guard are wary of wandering too far into the woods to the north and west for fear of what might be waiting for the overly curious. With the discovery of several shallow graves and the journal of a self-styled archeologist hinting at even darker mysteries, the party has little to go on until they discover Temple Darkmoon. There, amidst three towers, they must uncover its mysteries and destroy the evil lurking within.
Eye of the Beholder II (EotB II) was the second game in the AD&D based Eye of the Beholder trilogy published by SSI as a part of their "Legend Series". It would the last title developed for SSI by Westwood Associates (Company), the same developers that would go on to become Westwood Studios. As with its predecessor, it was notable at the time for its use of lush 3D graphics, extensive puzzles, and animated monster encounters along with the degree of interactivity that players had within its dungeons, but would include a variety of improvements such as deeper role-playing experience and a larger area to explore.
The objective of the game was to explore the mysterious Temple of Darkmoon on the request of the archmage, Khelben "Blackstaff" Arunsun. It soon becomes clear that there is far more to the Temple than previously suspected and the party will need to unravel its secrets in order to survive.
The game was a licensed product of TSR's 2nd Edition ADandamp;amp;amp;D rules and used the Forgotten Realms campaign setting as did the previous games.
Copy protection took the form of a verification question accompanied by an illustration. Matching the illustration with the correct one in the manual would produce the correct answer. Copies were also encouraged in order to preserve the original disks.
The manual was also notable for including a great deal of information concerning the monsters, classes, and weapons that could be encountered within the game, all adhering to the 2nd Edition AD&D ruleset. Experience tables and other pieces of information were located in the back of the manual.
As with the rest of the series, tthe game uses a grid-based, 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. Within the ever-present interface, a small window on the upper left quadrant of the screen displayed the world as in the first with the party listed on the right. A text box on the bottom part of the screen displayed various messages while a compass was also shown when outside of combat. Random enemy encounters would provide combat opportunities within the game against mixed groups of foes. Everything in the interface continued to be mouse driven.
As with most RPGs, party setup and character selection were left entirely up to the player. If the player so chose to create a party of warriors, they could expect extreme difficulty ahead without a mage to help teleport them back home, out of a dungeon, or heal them adequately in combat. A party is limited to six characters.
Veterans from the first EotB game will be able to import their characters. A pre-built party is also available for play for those that do not want to go through the creation process.
No new races were added to the sequel and many of the same restrictions and statistical rules remained unchanged. Six races are given to the player to choose from and build a party of characters with as before.
As with the first game, players can only generate four characters on their own to make up the initial party. Two slots are reserved for potential NPCs that may join later on in the game, creating a total of six adventurers that can make up the group.
In keeping with the 2nd Edition AD&D ruleset, each race has its own set of restrictions concerning both what classes are available to them such as how far they can advance in certain ones. Racial modifiers can also affect their efficiency in certain professions.
As with Eye of the Beholder (Game), six classes are made available to players to choose from, each with its own set of restrictions. Each classes require certain prime requisites, or ability scores, to be at certain values before that character can become part of that class. No major changes have been made to this system and it would continue to be used throughout the series in much of the same way.
AD&D along with many other PnP RPGs at the time made extensive use of an alignment system to determine a character's worldview and how they conducted themselves within society which would also be reflected in EotB II's mechanics. The entire series used this system but it did not impact the main narrative in a meaningful way, other than in determining who or what could join the party.
World View:
Ethics:
For example, a Lawful Good character would be by-the-book when it came to upholding the good in society while a Chaotic Good character would be more willing to bend the rules in order to provide the same. A Lawful Evil character might hold their word as their bond and be loathe to break it for anyone, but would only give it if confronted by someone whose power they respect or as a part of one of their fell schemes. As interesting as this was, the game did not make an extensive use of the potential that this system could bring to an RPG.
None of the basic character attributes used to determine what classes were available for certain characters and how well they would perform in them would significantly change from the first game and even into the third title, Assault of Myth Drannor. They would continue to be based upon TSR's 2nd Edition AD&D ruleset, however, with all of the set limits and restrictions.
Attribute scores of 18 were still considered the highest possible in a natural sense, although racial bonuses and magical effects/enhancements in the form of spells or items would be able to raise them higher either temporarily or permanently in more rare cases. These are set as far as the game was concerned. Leveling improved a character's HP (hit points) and general abilities, but their base statistics would almost never change.
The fighting system would also remain relatively unchanged from the first game making it extremely accessible to veterans.
Fighting in the game is handled through random encounters wherein experience, items, and gold are earned. The front ranks, determined by the two characters at the top of the party list, can engage in melee combat. All other characters must resort to ranged weapons or spells in order to join in the fight. An onscreen menu guided their actions and right clicking with the mouse on the appropriate icon, such as a warrior's sword, would cause them to act.
Camping was available for the player to rest and heal the party, memorize spells, and save the game when necessary.
As well as creating your own party of player characters, throughout the course of your adventure in the temple of Darkmoon it is possible to find and recruit other NPC characters to join your cause.
| INSAL |
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Insal is a Halfling thief who can be found in the level 1 Underground. He has been captured by the priests of Darkmoon and if you free him from his shackles he will offer to join your party, or you are given the option of setting him free. If you allow him to join your party he will leave you the first time you camp and steal a number of your items in the process.* Location - Underground, Level 1
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| SHORN | ||||||||||||||||||
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Shorn is a Dwarven cleric who can be found in the level 2 Underground. If you free him from his cell he will offer to join your party.* Location - Underground, Level 2
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| SAN-RAAL | ||||||||||||||||||
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San-Raal is a Drow magician whose bones can be found in the level 2 Underground. If you take his bones to the altar of revival you can use one of its charges to bring him back to life where he will automatically join in any empty party slot.* Location - Underground, Level 2
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| CALANDRA | ||||||||||||||||||
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Calandra is a Human Fighter who is imprisoned in the level 2 Underground. It is possible to have previously uncovered aspects of her back story before finding her, there is evidence of a struggle in the forest before reaching the temple of Darkmoon, and at the entrance to the temple you can find Calandra's sister who is searching for her. If you free her from her cell she will offer to join your party.* Location - Underground, Level 2
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| AMBER | ||||||||||||||||||
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Amber is an Elven Thief/Mage. She is the scout who was sent by Khelben to investigate Darkmoon and disappeared before Khelben recruited your party. Her bones can be found in the Priest's quarters and must be taken to the altar of revival where it is possible to bring her back to life by expending one of its charges. She will automatically join your party in any available character slot.* Location - Priest's Quarters
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| TANGLOR | ||||||||||||||||||
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Tanglor is a Dwarven Fighter/Cleric. He can be found resting in the Mantis Corridor and if you speak with him, depending on your alignment he may offer to join your party.* Location - Mantis Corridor
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