Eye of the Beholder Walkthrough
Authored and tested in December 2025 by gibberishh.
Lexicon
This guide expects you to follow maps in numerical order, though there are several things you can do in a different order. A numbered marker always refers to the corresponding numbered entry in the text. Apart from numbered markers, the maps also use several icons. This is intended to be a completionist walkthrough: this guide is intended to take you to every single item, and open all accessible doors.
That said, there are several areas (and features in those areas) that are mapped by the developers but never used in the game. These areas have been grayed out on the maps. The game is best played alongside The All-Seeing Eye and thus the maps have been adapted from that to maintain consistency for the player.
A genuine attempt has been made to keep the walkthrough and maps as simple and clear as possible, but there are a few parts of the game that are more complex than others. If you play without a helper mapping tool like the one mentioned above, you will have to put extra effort into tracking where you are and how your position corresponds to the maps at all times.
Unlike the other games detailed on this site, I am not intimately familiar with this series of games, so pray forgive omissions and oversights.
Except for the early parts of the walkthrough and a few sprinklings here and there, you will usually not be told how many or which enemies you will be facing as you progress. The All-Seeing Eye can optionally map creature locations and types if you turn that setting on.
This walkthrough does not recite the various scrolls and wall etchings. If you are so inclined, you can read everything as you are playing the game.
Weapons
Melee weapons can only be used by front-liners. From the second row back, your party members must be equipped with thrown weapons, wands, spellcasting sources, or launchers and ammunition. Daggers are not melee weapons—they are always thrown. Projectiles will have to be retrieved once they are launched. These include daggers, rocks, darts, and arrows.
Experience
Although the walkthrough does not explicitly tell you to, you should try to ‘explore’ every tile of all levels. The same goes for doors: if you see one, go ahead and open it even if the guide does not specifically call it out. The game gives you XP for simply stepping on certain tiles or opening certain doors.
When playing alongside The All-Seeing Eye with monster locations displayed, you may notice that stepping on certain tiles spawns or respawns monsters. You can usually use these reliably to farm XP. This walkthrough does not point out such tiles as there are quite a few and mapping all of them might prove to be a challenge to my sanity. XP farming is a good objective to maintain, especially if you plan to take the party into sequels.
If you are planning to level up as much as possible, and/or are expecting to take your party into the sequels, watch what races you choose for your characters: all non-human races have level caps, some of them pretty severe! Check the manuals of all three games before deciding.
Party
The game requires you to play with a four-person party, but you can add NPCs for a total of six characters. You can drop anyone at any point, as long as you keep four people on the payroll. A larger party means lesser XP per member, but more carrying capacity, which is almost a requirement for this game. There are points in the game where three inventories are almost full of quest items only!
Single-class characters fare much better in terms of XP. However, if you are willing to farm—and this has to be a conscious choice—multiclass characters can be useful. They are not super beneficial though, so consider your choices when starting a new party: do you mind the grind? Are you expecting to take them into the sequels? What purposes are they intended to serve in the party?
While the usual recommendation is to have two front-line warriors backed by a cleric and a mage, I find a front-line warrior, two clerics and a mage far more useful. Having multiple heals or poison cures and, more importantly, multiple sources of Remove Paralysis, is extremely valuable. Of course, you could simply run away from a fight if your cleric gets paralyzed, but it is more satisfying to be able to remove the affliction while still going toe-to-toe with the foe. In the third game, clerics also get Spiritual Hammer, making collection of their projectiles unnecessary. I would absolutely not mind playing with three clerics and a mage.
Only in Eye of the Beholder II is a thief kind-of important. You could have a Mage/Thief go through all three games if you wish; their primary role is to hasten the party. This game has only a few locks that can be picked and it is not even necessary to pick those. Similarly, in the third game, the thief can un-jam a few levers, but the game gives you strength potions which work equally well for the purpose.
Legend
The legend below describes the usage of all icons on the maps. Note, however, that sometimes the maps use different colors to differentiate or highlight certain objects of the same type. E.g., on level 2, the ‘sockets’ for daggers are gray, and on level 3 the sockets for the blue gems are blue. Stairs are sometimes colored differently to match them to their destinations. Sometimes icons are combined: a teleporter might both transport and spin you.
A raised wall is like any other solid wall: you cannot walk through. Once it is lowered, the tile becomes passable.
To force open a stuck door, point and click on it. To hack away a spider web, attack it with your weapon.
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