9/3/2023 0 Comments Eye of the beholder 3 npcs![]() A text box on the bottom part of the screen displayed various messages while a compass was also shown when outside of combat. 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. The entire trilogy would continue to use the grid-based, 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. New monsters would be described, although as with EotB II's manual, experience tables and other pieces of information were located in the back. This was slightly different from the method that was used in the second game as it did not require the player to find a particular picture in order to match the clue to the correct page.Īs with the other two games in the trilogy, the manual would continue to be packed with a great deal of information concerning the monsters, classes, and weapons that could be encountered within the game, all adhering to TSR's 2nd Edition AD&D ruleset. The player and their party are tasked to recover an artifact from the city by defeating the lich Acwellan that has seized it first.Ĭopy protection took the form of challenge questions that the player would occasionally be asked during the course of the game that would refer to a specific word within the game manual. It was once one of the greatest cities in the world of Faerun and as a result, many adventurers and would-be heroes have been drawn to its ruins in the hopes of recovering some lost artifact or hidden cache of treasure that may still be there. In that setting, Myth Drannor was an ancient city that had collapsed several centuries earlier from the start of the game due to a great evil that had crushed the forces of good there. The game was a licensed product of TSR's 2nd edition AD&D rules and used the Forgotten Realms campaign setting as did the previous games. Three times more cinematic intermissions.According to the box text, Eye of the Beholder III boasted: Given how combat heavy the game is and the general brutality of the first few encounters, this was a welcome option for fans.Īdditional improvements were made to the game design as passed down from the previous titles. ![]() Players could import their party from EotB II complete with their weapons, treasure, and experience levels. Whereas the first two, Eye of the Beholder and EotB II: The Legend of Darkmoon, were developed by then Westwood Associates and published by SSI, the last game was developed by a different staff and was remarked upon by fans of the series for the differences within its general gameplay such as its weaker storyline and heavier combat emphasis. OverviewĮye of the Beholder III (EotB III) was the last in the AD&D based Eye of the Beholder series published by SSI. However, as players would discover, not everything is as it seems, and what may appear to be the end of their quest would only be the start of a desperate fight against a terrible power dwelling even deeper within the ruins. The players would be asked to travel to Myth Drannor and reclaim an ancient relic held by a powerful lich before it is used against the world. Unlike the previous manuals which described the start of the party's quest with several documents that would entice the player into the world and setting of the game, the third one was notable for the short story, "Moonrise Over Myth Drannor", which was contributed as background material for the game by Ed Greenwood, one of the original designers and authors of the Forgotten Realms series. Characters also comment on the possibility of secret doors being nearby, which helps to keep things from becoming too frustrating.The third and final game of the Eye of the Beholder series would see players embarking on a quest to the fabled ruins of the city of Myth Drannor. ![]() Although the game still retains some tiles that would teleport your party or spin them to throw off your sense of direction, their amount was drastically reduced, resulting in a more streamlined and enjoyable experience. ![]() The size of each floor was cut down significantly, resulting in more straight forward exploration and less convoluted level design. The most notable change, however, is the level design and overall complexity of the various floors. The game still looks very much the same, and combat remains as it was, as well. Right away it’s easy to see that not much has changed from the first game to the second. Upon confronting the vile sorcerer, you discover that he was also behind the events of the first game, having struck a deal with the Beholder Xanathar. It seems he is amassing an army of undead, and plans to take over Waterdeep. As you progress through Darkmoon Temple, you find that the institution is a cover up for the evil wizard Dran Draggorn.
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