
                         [43m EYE OF THE BEHOLDER 2 SOLUTION


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   [33m   OVERVIEW:-
  The aim of the Catacombs is to collect 4 horns and then return back to the
  Temple Entrance and use them (in any order) where you see a carving of the
  four winds on the wall.  This will open the way to the Silver Tower.  At
  the end of completing the 3rd level of the Silver Tower, you receive the
  Mark of Darkmoon which will then allow access past the Magic Mouth on
  Temple Level 2.  You will also need to find the Crystsal Hammer in Silver
  Tower Level 3, then use it to break the Azure seal just behind the Magic
  Mouth to access to the Azure Tower.  On the second level of the Azure Tower
  is a Crimson key.  This will fit into the keyway on temple level 2 (located
  just South of the portal).  You will also need the Eye of Talon on Azure
  Level 2, The Hilt of Talon on Level 4, and the Tongue of Talon from the
  Frost Giant King in the Frost Giant Prison to gain access to the Crimson
  Tower.

   There are three portals in the game.  One portal is in the catacombs, one
  is on Temple Level 2 and the other portal is in the Frost Giant Prison.
  There are only two portal keys available.  The Stone Dagger portal key is
  on Azure Tower level 4, and the Stone Gem portal key is in the Catacombs
  Level 3, and can be found by going through the South door of the room which
  has nine tread plates.  Use the Stone Gem between the Temple and the
  Catacombs and return.  Use the Stone Dagger between the Temple and Frost
  Giant Prison and return.  Use the Stone Dagger between Catacombs and the
  Frost Giant Prison.  Use the Stone Gem between the Frost Giant Prison and
  the Catacombs.

   Near the Temple Entrance is a button, located between the two sets of
  stairs This will reveal a teleporter and will take you to an area which
  will allow you to revive your dead characters.  From here you can teleport
  to the second area of revival, they look quite similar, but one faces East
  and the other West.  Each one will work three times only.  Note: You cannot
  revive any Elf members in your party, so if you have an Elf character that
  dies, they will either be lost, or you can reload your last saved game.

[33m   THE CATACOMBS:-
  There are 4 levels to the Catacombs, some of the stairs take you to Sub
  Levels, and make it confusing to calculate the actual number of levels.

[33m   CATACOMB LEVEL 1:
  There are three sets of stairs leading down.  One set is approximately East
  of the stairs leading up, and leads to a Sub level and goes no further.
  (Look for a button on the wall South of the Lever that closes the pit.)
  One set is approximately West of the stairs leading up, and leads down to
  Level 2.  One set is approximately North of the stairs leading up.  Look
  for a secret button in the room, where you find Insal the thief to access
  these stairs.  They lead to a Sub Level with no further access for the
  moment.  You come out here after opening up the stairs from Level 3 and by
  opening the wall from the other side.  The magic dust will revive any party
  member who may get petrified later.

[33m   CATACOMB LEVEL 2:
  There is a secret button on the wall in the same room as the stairs leading
  up.  Go through here, past an illusionary wall to access the Cells.  There
  is another button and illusionary wall at the Eastern end of the corridor
  to take you back around again.  Hack the wall to open the stairs to Level
  3, just near the fireball traps.  Be prepared for the tough battle in a
  room approximately North of the stairs leading up as there are around 20
  monsters in the room.  After you prize open the door and attract some
  monsters toward you, back away and fight them in small groups, then move
  forward to fight some more when you are ready.  You can return here again
  for more battles later, if you need to gain more experience points.

[33m   CATACOMB LEVEL 3:
  Once you enter here you cannot rest, and you cannot return back up the same
  stairs again, so be prepared.  West of the stairs is an area which will
  spin your party around.  A button on the Eastern edge of this area will
  stop it turning.  West of here is an illusionary wall, use the spider key
  found in this area to open the door to the North and the stairs to level 4.
  Note: There are four spider key locks.  Three spider keys are on this level
  and one is on the level below.  If you use the three keys without opening
  the stairs to the level below, you will not be able to finish the game.
  South of where you found the spider key is a pressure plate that opens the
  South door.  Once the tread plate is pressed, the South door opens and the
  tread plate will become stuck in this position.  Through the door are some
  items.  If you pick up either the Shield, Sword or Bracers, the door will
  shut and two walls in this room slide away to reveal monsters.

   Press the button on the wall to open the door again.  Note: After fighting
  the monsters, each time you pick up, or put down an item in this location
  the sound of a sliding wall can be heard.  This sound relates to the moving
  walls in this room only (even though they have already slid back).  It does
  not open any other wall on this Level as you may tend to think.  To the
  South of this level is a room with nine pressure plates and the message
  "You must Leave many things behind".  To open the door to the South, put an
  item on each of the four corner pressure plates and then stand on the plate
  in front of the door.  To keep the door open, put an item on the centre
  plate.  Behind this door are two illusionary walls and four wall buttons.
  You will also find the Stone Gem Portal Key here.  TIP: Use the Portal to
  Temple Level 2 and to return, if you need to rest.  So you may want to get
  the Portal Key first to regain your hit points.

[33m   CATACOMB LEVEL 4:
  There are no illusionary walls or secret buttons on this level and only one
  set of stairs leading up to Level 3.  There is an unlimited number of Ants
  on this level, if you need to gain extra experience points, but beware of
  their poison.

[33m   TEMPLE LEVEL 1:
   By now you should have the four horns from each of the four levels in
   the Catacombs.  Use them where you see the wind carving on the wall
   near the Temple Entrance to open the way to the Silver Tower.

[33m   TEMPLE LEVEL 2:
   The Magic Mouth will allow access the Azure Tower after having
   completed the Silver Tower and obtaining the Crystal Hammer.  One of
   the keyways requires the Crimson key found in the Azure Tower and you
   will also need the three Talon parts to access the Crimson Tower.  The
   Hooked shaped keyways can be opened by a thief.  If you hack one of the
   statues you will reveal a button to open the way to three teleporters.
   Two will teleport you to other areas on this level and the other to a
   Sublevel location.  The Sublevel has four shelves.  Place three gems in
   one of the shelves to open a passage.  You only get one chance before
   this area is sealed off.  If you go North you will get nothing.  Don't
   go East.  West has Rations and a Sword.  South is recommended.  To get
   out again, throw the tropelet seed in the centre depression of the main
   room.

[33m   SILVER TOWER 1:
   At the top of the stairs are many Lightning pads which do tremendous
   damage to the party.  It is not essential to go East through all the
   pads, however this is one way to get through them.  You may need to
   hold some extra healing potions to save some of your characters.  From
   the stairs, go East two squares and South one square and face East
   toward the Lightning pads.  Watch how the first three pads in front of
   you turn on and off.  Walk East three squares as each pad turns off.
   Then turn South and as the pad turns off move onto it and face East
   again.  Move East two squares as quickly as possible taking some
   damage, and you will open the East wall.  You will need to go East two
   more squares quickly to get off the lightning pads, however you will
   meet some Mantis Warriors who will block your way and keep you on the
   pad.  Cast a lightning bolt spell and move off the pressure pad
   quickly, and then deal with the rest.  The lever to the East of the
   Lightning pads will turn most of them off.  There is a set of stairs
   leading to a heap of giant wasps, note that this is still Level 1.

   To the North of these stairs is a room with Mantis eggs.  Dispose of
   them, and then at the Southern end of the room, take a gem and replace
   it again to reveal a hidden room.  You will need the Mantis Idol for
   Silver Tower 3.  East of the Mantis egg room is a corridor with a
   switch and two pit holes.  Stand back and throw an item at the South
   wall and then press the switch.  You will come to a room with four
   levers and a sign "Faith is the key".  Pulling a lever will open a door
   to the South, an also a pit hole in this room.  You need to pull them
   in the correct sequence to open four doors.  The pressure plate at the
   room entrance resets the room.  The sequence you need is:- From the
   pressure plate, pull the lever to the North, then to the South and then
   to the East.  Go down the corridor to where your party notices a loose
   kickboard brick.  Press it and then pull the last lever.  (Remember
   what the sign said).  Finally you have to choose which door to access
   the stairs to level 2.

[33m   SILVER TOWER 2:
   West of the stairs, is another Test to choose left or Right door.  Both
   will reveal a key but one will cause damage.  This area will then be
   sealed off.  North of here is a room with potions it also has a secret
   button to open a room to the East.  In a corridor North of the stairs
   is a dying Priest.  It's a trap.  There is also an illusionary wall to
   the South along this corridor.  To the North is a seemingly endless
   corridor.  Press a brick to move on.  You will come to a corridor with
   Eight Mouths.  One Mouth is inactive.  Hack the wall near one of the
   Mouths and reveal two small rooms You will need to put items in the
   other Seven Mouths according to each riddle to open the door to the
   West and the stairs leading up.  Note, once through the door, it will
   be locked, and you will be unable to return.  The items needed are
   Rotten food, 5 rocks, Mantis Idol, Red Gem, choice of either Polearm
   "Leech" or Sword "Hunger", any potion, any scroll.  After you insert
   the Mantis Idol, the door North of The Test on this level will open and
   give access to the Red Gem.  The sword "Hunger" is in Silver Tower
   Level 1 through the lightning pads.

[33m   SILVER TOWER 3:[0m
   At the top of the stairs is a group of random acting teleporters.
   Collect four keys and insert them into the four locks.  Keep an eye on
   your Compass.  You will meet several Beholders here.  Quickly run past
   them down the corridor and run South to the open room which has a
   waiting monster.  After killing it, let each Beholder follow you here
   and then you can use the keyboard to quickly move from side to side,
   pausing only to attack each Beholder.  If you stand still too long or
   fight in a corridor your party will be hit by eradication spells.  The
   first room South of the entrance has a button to an alcove and some
   healing potions.  The wall South of here is an illusion.  South of here
   is a large room full of illusionary walls which is mapped out on one of
   the scrolls you found.  This room can also be accessed by presing the
   button near the sign which reads "The Alcove is safe....."

   You need to carefully map this room out in order to make your way back
   out again.  If you come to a sign that says "In case of Emergency break
   glass" it's best not to press it, as it changes some of illusionary
   walls into solid walls and some solid walls into illusionary ones.  In
   the far South of the illusionary walled room is a Beholder stuck in a
   pit hole.  Pressing the button will take you to a Sublevel, where you
   will find the Crystal Hammer and many Beholders.  The Crystal Hammer is
   used to break the Azure seal behind the Magic Mouth on Temple Level 2,
   and will open the way to the Azure Tower.  You will come to an area
   with the sign "A test of vision.  It may change without notice".  This
   area has many invisible teleporters and and also areas and tread plates
   that move the walls, making it extremely difficult to map out.  Leaving
   items on the ground may make it easier.

   Approximately South of this sign is a square that turns your party
   around 180 degrees, keep an eye on your compass.  You need to go East
   from here to a room with a Beholder, chain mail, a ring and some
   rations.  South from here is a room with a secret button.  Save your
   game here.  At the entrance to the next room to the East, you will meet
   an apparition who will close the door behind you and leave you to fight
   two Beholders that will try to surround your party.  Kill one as
   quickly as possible and then move into the East room where you can
   attack and then sidestep those Death spells.  On the Eastern wall of
   this room your party will obtain the Mark of Darkmoon and will then be
   teleported back to the Temple Entrance.

[33m   AZURE TOWER:
   There are 4 Levels in the Azure tower.  You need to collect 6 polished
   shields to access Level 4.  There is 1 on Level 1, 2 on Level 2 and 3
   on Level 3.  The shields also protect against Medusa and Basilisks.

[33m   AZURE TOWER 1:
   There are no monsters on this small Level.  The illusionary Eastern
   wall of the large room will reveal a teleporter to one small room on
   this Level and the polished shield.  There are also two other areas on
   this level that you arrive at, if you fall down through pits above.
   One area you will land has the sign "You will pay for your freedom"
   which requires you to put an item in the shelf to open the door.  The
   other area is a square room with a tread plate on the North wall which
   you need to step on and leave an item to weigh it down.  Quickly move
   to the South wall and press the button to reveal a teleporter.

[33m   AZURE TOWER 2:
   To open the way to this level cast 3 Dispel Magic spells at one of the
   stone Elf carvings to open 3 walls to the North.  Alain will raise one
   party member, 1 Level of Experience.  To the North of the stairs is a
   large room with two doors going North.  Through the Left door is a
   carving which requires the placement of 3 gems to open the door on the
   Right.  West of here is a small room with 4 teleporters.  One will
   teleport you to the Heart Gem.  Immediatley to the North of this area
   is an illusionary wall to the Body Gem.  East of the large room and
   down the pit corridor is the Soul Gem.  Going South follow behind each
   pit as it closes.  When going North run quickly to the centre section
   when all the pits close and wait.  Further through the North door, the
   first corridor to the East has a sign marked "The Sentry" and leads to
   the stairs to Level 3.  To get past the moving wall, stand on one of
   the pressure plates near the side wall and throw two items across the
   room onto the far plate.  You will also need to insert and remove the
   Eye of Talon into the carving on the wall, to open the door to the
   South and access the stairs.  Note:  You will get the Eye of Talon as
   you undertake The Challenge.

   Through the door which requires the Crystal key, is a room that has
   three levers on the North wall and a button on the South wall.  To open
   the clear panels to the room in the South, pull the two left levers
   down and press the button.  You will collect the Amulet of Life which
   can revive one dead party member.  Note:  You land here from the pits
   in the Frost Giant Prison.  You will come to a room with pit holes
   across the room, press the button on the South wall and a Basilisk will
   appear on the other side.  When it steps on the tread plate, quickly
   cross over, near the button.  West from here is two corridors leading
   South and also many fireball traps.  Quickly run South down the Western
   corridor and step to the East when possible to avoid the fireball
   behind you.  To close the pit at the South end of this corridor, step
   on the near tread plate and weigh it down and then step on the tread
   plate one step North and East.  To open the door, pull the two Northern
   levers in the corridor down, then collect the shell key past the door.

   To the East is a section with many fireball traps and also many
   monsters roaming the room setting them off, so save your game often.
   Collect the Crimson key and a Polished Shield in this area.  Through
   the door requiring the shell key is the challenge.  You must leave all
   spell books and holy symbols behind as requested.  TIP:  Before putting
   your spell books down, prepare your Mage to cast Lightning Bolt spells,
   that way you are still able to cast a few spells without your spell
   book for the first very difficult battle.  Next you will have to hack
   the special wall 6 times taking damage each time to proceed, rest when
   needed.  You will eventually collect the Eye of Talon and the another
   Polished Shield plus all your belongings.  Then proceed down the
   corridor marked Sentry to the Stairs leading to Level 3, inserting the
   Eye of Talon when needed.

[33m   AZURE TOWER 3:
   Go through the illusionary wall near the stairs and then press the
   button in the room to open the South door.  Note the pressure plates in
   this room are useless.  After collecting the Shell key press the same
   button again to open the North door.  When the first pit you see closes
   move on to it and then move East and wait.  Move on when the next two
   pits close.  After being teleported the room to the East has a Polished
   Shield.  The room to the West has an illusionary North wall and can
   save you from using your Shell key.  The Lightning pad to the North,
   will cause damage to the party each time you step on it and also open
   the East door.  If you wish to collect the items in the centre of the
   room which has the circulating fireballs, leave an item on the plate or
   get four fireballs.  Press a brick in the room to the North to move on.

   Through the next door is a pressure plate that will shoot a fireball to
   the North each time it is stepped on and also each time you step off
   it.  Move into the alcove near the plate and wait.  There are six
   monsters in each of the two rooms to the North that will come down the
   corridor, so step on and off the plate when possible to use the
   fireballs to your own advantage.  Pressing the button on the wall, will
   close the door making it safe to travel on.  Collect the Polished
   Shield in the room to the West and pull the lever on the North wall.
   Hack the glass wall to get the Starfire Sceptre and then insert it into
   the nearby wall carving and remove it to open the door.  Down the
   corridor, before the next door, is an illusionary wall to another
   Polished shield.  The message you receive here is false.  Insert the
   Tooth key into the lock in the next room to move on.

   You will come to a room with 5 tread plates and two teleporters behind
   pits.  Step on one of the centre plates and then step on the side plate
   and throw an item into the North teleporter.  Step on the next centre
   plate and then the side plate and repeat as before, then repeat for the
   other centre plate.  Then do the same to the South teleporter.  You
   will notice your items will land onto the pressure plates behind the
   glass wall, when all plates have an item on them, the North door will
   open and you can then collect your items.  Each of the following stairs
   will take you to four Sublevels.  To get past the pits on the second
   Sublevel as each pit closes travel North, North, North, North and turn,
   move East and then move North off the pits.  To get past the pits on
   the next Sublevel, move South and turn, move East and turn, South,
   South, South and turn, East, East and then move South off the pits.
   The next set of stairs takes you to a Crystal key and you can teleport
   back to the start of this level.  Go back through the illusionary wall
   and use the two keys to open the stairs to the next level.

[33m   AZURE TOWER 4:
   There are many Medusae on this level, so save your game often.  If your
   Mage cannot cast a stone to flesh spell or you don't wish to use the
   Magic Dust, you will need to reload a saved game when someone gets
   petrified.  There are also several walls on this level which will
   change around as the party moves about.  After using the teleporter,
   visit the Elf wall carving to open the East door.  Insert the six
   Polished Shields where required to open the door to the North, then
   collect them again and ready them.  You will eventually come to a long
   corridor leading North, along this corridor your party will be rotated
   180 degrees, so watch your compass.  To the North of here and through a
   door is a room with many Medusae.  Through the North door of this room
   is the Stone Dagger Portal key.  You will eventually come to an area
   with many Medusae and four pressure plates enclosed by doors.

   A sign on the South wall says to trap a Medusa on each pressure plate
   and lock them in behind the doors.  You will need to lure them onto the
   pressure plates and then cast a Hold Monster or Hold Person spell and
   then run around and lock them in place.  Lock a Medusa on the three
   plates enclosed with two doors first, and then on the plate enclosed by
   four doors.  When this is done, a door will open and allow you to
   continue.  Along the corridor and into the next room with skulls and
   bones is the Hilt of Talon.  Press the secret button in this room to
   continue on.  In the next room you will see several banners, click on
   one of them and a scroll will fall nearby.  South of here is a pressure
   plate, when the party steps here, a glass panel will seal the party
   inside and will then be sent to the Frost Giant Prison.

[33m   FROST GIANT PRISON:
   There are 25 Frost Giants to encounter and three areas with closing
   pits on this level.  The best way to kill Frost Giants is to cast a
   Hold Monster spell first.  Note:  Because of the glass panels which
   locked in the party before arriving from the level above, you will not
   be able to access this level from the same area again.  If you fall
   through any of the pits in this level you will arrive at Azure Level 2.
   To get back again, you will need to travel back to Temple level 2 and
   use the Stone Dagger to activate the Portal, otherwise you may find it
   much quicker to reload your last saved game.

   One set of pits is behind some doors.  There are three East/West pits
   here with a corridor to the North.  To travel West, move to the centre
   pit when the first two close and then move North.  Turn around and wait
   until you see the two pits close to continue travelling West.  To
   travel East just follow behind each closing pit.  The next set of pits
   has five East/West pits and a corridor with one pit to the South.  To
   travel West, move onto the first two pits when they close, and then
   turn and move to the South.  To continue West, wait until you see all
   four pits in front of you to open.  Three of the four pits will close,
   but wait until the pit in front of you opens again and then closes the
   second time, then move forward and continue West as each pit closes.
   Note:  You shouldn't have to move East across these pits, as there is a
   one way illusionary wall to the North which will take you East.

   The other set of pits has two North/South pits with one pit to the
   West, immediately in front of a door.  Move North as each pit closes
   and kill the nearby Frost Giant.  There is an illusionary one way wall
   here if you need to travel East again.  To open the door behind the
   pit, move South as the pit closes and open the door.  Quickly turn
   around and move back to the North as a Frost Giant will block your way.
   After killing it you can continue on.  Eventually you will meet the
   Frost Giant king who will give you the Tongue of Talon and the Portal
   found here can take you to Temple Level 2 using the Stone Dagger key.

[33m   TEMPLE LEVEL 2:
   Use the Crimson key from Azure Tower 2 in the keyway, then insert the
   three Talon parts in the wall carving to open the door.  The new weapon
   "Talon" should now be used as it is one of the best.  The next room has
   three stairs.  The centre stairs go down to a Sublevel on Temple Level
   1.  The stairs on the right lead up to one part of Crimson Tower Level
   1 and should be used first.  To open the other stairs to the part of
   Crimson Tower Level 1, put an item on the two pressure plates.

[33m   CRIMSON TOWER 1:
   There are 6 parts to this level connected by stairs.  The first part,
   up the right hand set of stairs below, has two invisible teleport
   areas.  Pulling the two levers down in this area will turn them off.
   When you kill the Priest on this level he will drop a Crimson Ring.
   Put any small item into the triangular shelf and then collect the
   Sphere of Fire.  You must take at least 3 Spheres with you to allow
   access later on, and you will not be able to return to collect these
   spheres again.

   In the next part of Crimson Tower 1 from the left hand stairs below,
   click on one of the banners to get another Crimson Ring.  There are two
   similar rooms with teleporters.  Walking between these rooms will cause
   two Priests to surround the party, so ready some lightning bolt spells.
   The teleporter on the East wall as you enter through the door, will
   disappear after it is used once, to allow further access.  Collect the
   sticky paper in the other room and put it in your backpack.  If you put
   it in one of your party's hands it will become stuck.  Make sure that
   you have three Spheres of fire before you Insert the Crimson Ring into
   the wall where the teleporter was to continue.  Collect the two moving
   Crimson Rings in the next corridor by throwing down the sticky paper.
   Collect the coin in the next section and go through the nearby
   illusionary walls to the stairs to the next part of this level.  Before
   taking the stairs, collect the second coin and Armour through these
   illusionary walls.

   In the next part is many randomly moving walls.  The Northeast part of
   the room has a Mini Frost Giant but he offers nothing.  The Northwest
   part of the room has a Frost Giant turned partially into a tree.  Offer
   to touch him and he will take your two coins and leave you with another
   coin.  The Southeast part of the room has Insal the thief and he will
   leave you with one coin.  Cast a Disintegrate spell on the field to
   access Insal.  Note:  To get to these three areas, just keep walking
   around.  You only need one coin to continue on, so if you cannot access
   Insal through the field, continue on up the stairs with the one coin
   from the Frost Giant which has been turned into a tree.

   The next part is a long S shaped corridor with two illusionary walls a
   Hell hound and two Priests.  This area also has an invisible teleporter
   which makes this corridor seem long.  To access the stairs, go through
   one or both illusionary walls.

   In the next part, insert a coin received from the Frost Giant tree or
   from Insal to access the next set of stairs.

   In the last room on this level you will find two disks on the wall.
   Turn them to both face to the right, then down, and finally up, to
   access the three niches behind the force fields.  Insert a Sphere of
   Fire into each one and then pull the ring in the centre pillar to
   access Level 2.

[33m   CRIMSON TOWER 2:
   This Level has many Mind Flayers and Salamanders, so save your game
   often.  The room to the West has many Mind Flayers and in the centre of
   the room is an invisible plate which closes the door behind you.  There
   is a crystal ball in this area which tells of the past and the future.
   Note:  It's not necessary to go to this area if you don't want to.  You
   will find two triangular niches on this level, cast a Dispel Magic
   spell on each to access the last set of stairs and the final battle.
   The amulet of Life found here will bring back a dead party member and
   using the amulet of Death will kill a party member.  Save your game at
   the top of the stairs and then map out the area to the South.  You will
   find Dran through the door to the North.  When you fight Dran, lead him
   into this open area in the South so that you can avoid the spells that
   he casts at your party.  The best way to fight him is to only use your
   two frontline fighters to attact him with their swords, and then to
   move quickly around the room and from side to side and let him follow
   you after each attack.  You will find that casting spells at Dran will
   delay your party on the same spot long enough to for him to cast a
   spell back at your party.  Cast a Haste spell before you start and you
   will be able to attack him a lot faster.  When you defeat Dran you can
   then enjoy the fantastic ending.


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