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1992-07-22
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Eye of the Beholder2 - Character Editor by Gert De Roost
***********************************************************
1. If you are one of those people who can't finish EOB2 because their party
isn't strong enough and not because they can't solve the puzzles, then
this program is for you. It enables you to change the statistics of your
party, like health and level.
*
At the end of this file there are some pointers on how to complete the
puzzles in and around Temple Darkmoon !
2. How does it work ?
------------------
After double-clicking the icon, the program screen appears. All functions
can be accessed by on-screen gadgets, so there are no menu's. Now insert
your savegame-disk ("EOB II Saved Games:") in any drive and click
on 'Load'. Alist of your saved games will appear on the right. Pressing
the right mouse button will cancel the operation. Click on a name with
the left mouse button to select that saved game slot.
A warning message will flash, giving you the choice to either
go on (left button) or cancel the operation (right button). The stats
will now appear, ready to be changed. The same procedure is used for
the 'Save' gadget to save your new stats. Changing the saved game name
is not possible (Sorry!).
'About ECE' gives a quick note about the program.
Selecting 'HELP' tells you how to view the documentation file from
within the program.
Changing values is very easy. Each value is accompanied by two arrows.
One left (to go back or lower the value) and one right (opposite effect).
You can use both left and right mouse buttons to change values. The left
button changes the value one step each time you click on an arrow.
The right button makes the value change continually until the button is
released, so it is best used for big changes.
*****************************************************************************
IMPORTANT : Don't make values TOO big. In-game they often keep getting
bigger and bigger (when you gain more experience etc.). When
values get too big, they'll flip around and become NEGATIVE !
*****************************************************************************
The value called 'Pic' holds the number of the portrait of your
character.
Experimentation is the best way to discover the different faces. Values
from 0 to 255 are possible, although some values hold no picture, causing
the portrait to be distorted. Values close to 255 hold the portrait
of the NPC's.
Next to the experience and level boxes, there's a button containing the
first letter of the class of the current character. Clicking this button
button only has effect with multi-class characters like Fighter-Thieves.
A click will switch between the different exp. and level values for each
class of the character.
The name of your character can be changed by clicking in the box
containing it. A cursor will appear and you'll be able to edit the name
using standard keys like <Del>, backspace and cursor keys. Press <return>
when you're finished.
*** IMPORTANT: to quit, click on the big logo at the top of the screen. ***
3. Note that the values can be changed to values that are not possible
to obtain if you normally play the game. You can for example change
strength to 127, while 19 is the maximum possible in-game. So maybe
those high values have no effect, but they sure look mighty special!
You can also have experience values that don't match with the level
value, which can have some weird effects in-game ! It's best to look
at the tables on page 52-54 of your manual and only enter values that
correspond !!!
The Armor Class value will change back to normal whenever you collect
and wear a new armor, an armor ring or bracers, so don't touch those
objects if you want to keep your own value. Changing the AC is reallyome
useful when you saved your game just before a vicious fight.
IMPORTANT: When first loading an edited saved game, there can happen some
strange things to your party members. The game has to 'adjust' a little
to the changed situation, especially if you changed classes. After a
few rests though, all will be OK again !!
4. Some tips for the game:
-----------------------
- Don't worry about food too much because rations are plenty, and once
your cleric can cast Create Food, it's best to drop all rations because
you won't need them any more.
- Useful spells to have in store are Neutral Poison, Remove Paral.,
Create food, Prayer, Haste (especially in the higher towers)
Cure Light/Serious/Critical, all offensive spells like Fireball, a
Lightning Bolt, and so on...
Burning hands is also very useful, especially when used by high-level
mages.
Try to use true seeing as often as possible!
- Some monsters can't hit immediately after they have moved (skeletal
warriors, frost giants,...). So all you have to do is hit them once
and move. Your party members will take no damage.
- Insal will rob your party if you let him join and then rest. (Insal is
a good chap though: you'll see him again later in the game!)
- Deep in the catacombs there is a plaque reading: "Leave many things
behind". To open the door next to it, drop objects on the pressure pads
following this pattern:
X O X O = no object
O X O X = object
X O X
- Some of the locks on the level with the cleric-sleepingquarters can
be picked! One bed contains a key, so search them all. The little
black statues can be destroyed with your weapons: one of them reveals
a little button!
- Follow the path through the electrical barriers, kill the mantis
warriors and pull the lever on the right wall. Some barriers will have
disappeared. Now you can return and enter the left or right corridors.
Kill the dying mantis warrior, he can't be trusted.
- Go for 'Almost certain death' not for 'The next trial'.
- There's a room with a plaque reading something like: "You must have
faith". Pull the lever that is directly to the left of the entrance.
Then pull the one directly to the right. Finally pull the right switch
on the opposite wall. Enter the corridor on the right and search the
walls for a stone that sticks out a little. Push this stone and return
to the lever-room. Go to the switch you haven't yet pulled and walk
over the hole. You won't fall down (faith, remember?). Pull the lever
and the final gate will open.
- On the mantis level you enter a room full of eggs. Take out every egg
one by one before taking the green gem from the eyes in the wall. Now
put the gem back in the eyes to reveal a secret passageway!
- Listen to the trapped cleric that asks you not to come any closer !
- The mouths that are asking to be fed, must be given (in no particular
order): rocks, potion of vitality, femurs, mantis idol, rotten food,
polearm (give it the cursed one!).
- After receiving the mark of darkmoon, you find encounter a green
crystal shield is blocking the passage. Return to the level where you got
the mark of darkmoon (a nice mouth will open the door that Dran closed)
and search for the secret button (it is located
in one of the 'Here you can rest'-alcoves). Now find your way through
the illusionary walls (you can use a map you found earlier!). Kill the
beholder that is stuck in the hole, go up, and you will find a crystal
hammer (use it to shatter the green shield!)
- Cast dispel magic on the statue that 'seems to be magical'.
- In the room 'The sentry' there's a wall that keeps on moving in front
of you. Step onto the first pressure pad on the left and drop an
object on the pressure pad on the right. Pick this object up again and
throw it at the far wall. Now move onto the second row of pressure pads
and you'll see that the wall is to late to keep you from crossing!
- There is a room containing three levers, a button and many glass
walls. Put the levers in this position: up-up-down (from left to
right). Now press the button and the glass walls will move into the
good position.
- The glass walls in the room with the many elephant guys can be
shattered with a few blows of your swords.
- The third time Khelben appears, he advices you to let the party be
killed. Don't listen to him, because it's Dran in disguise (clever guy!)AM
- You might have trouble finding the 6 mirror shields: there's one in a
secret passage to the right of the first door after 'The sentry'.
After putting the 6 decorative shields on the walls, don't forget to
take them with you into the Medusa's labyrinth.
- In the Medusa labyrinth, there is a long corridor where your compass
heading turns around suddenly. Make sure to turn around when this
happens!
- There's a room containing 5 pressure pads in the center and another
behind glass walls. Put the pads in these positions:d
O O X O O X O = not pressed
X O O X X O X O O O O X O X X O O X X = pressed
X O O X O O
After forming each combination, search for the teleport behind the hole AM
and throw an object into it. Six objects later, the door will open!
- Use Hold Monster spells to trap the Medusa's on the pressure pads. It
can be very difficult to put a Medusa on the last pad. All you have to
do is trap a group of three or four Medusa's in a room containing two
pressure pads (so you haven't got to close the inner doors). Now wait
in front of the closed door. The two pressure pads are bound to
be pressed simultaneously after a while!
- Before entering the level with Frost Giants, make sure you found the
stone dagger in the Medusa's labyrinth!
- After entering the door opened with the Crimson key, go up the right
stairs. Kill the mage, get the crimson ring, pull the two levers, get
at least three glass spheres (put objects in alcove) and go back
downstairs. Go up the left stairs, look at all the banners to
find another crimson ring. Open the door. One teleporter will have
disappeared (you pulled the two levers, remember!). Behind it is a wall AM
in which you must put the crimson ring.
Do not put the sticky paper in one of your hands: it'll stick to you!
Do not bother with the two crimson rings that keep moving away.
- Two levels higher, put the three glass spheres into the hot walls.
First remove the magic wall with a desintegrate spell, or by turning
the two discs into the right combination! You will go up to a level
containing salamanders and mind flayers: prepare for some hefty
fighting!
Look into the crystal ball (I wonder who that dragon could be?) and
use dispel magic on the alcoves to open the door. Now go up and
prepare for the final confrontation with Dran. Chop him up and make
sure he doesn't roast you!
5. This program is written using AMOS and compiled using the AMOS compiler.
I really want to recommend these languages to every new programmer,
for games AND serious applications because now, with the compiler and
AMOS assembler, there's very little you can't do with AMOS that you can
with an assembler !
If you've got any remarks, bug reports, old (not pirated) games, problems
with programming using AMOS, a nice AMOS program, more problems with
EOBII or complaints about your mother-in-law, send them all to me! Make
sure you include an envelope with 15 Bf./25p. for a stamp if you want an
answer.
I've also got saved game editors for EOB I and PopulousII lying around.
If anyone likes to have them, write a letter and I might put them in the
shareware circuit!
My address: Gert De Roost
Gevaertlaan 1
B-2850 Boom
(Belgium)
**** IMPORTANT: the diskfont.library needs to be in the libs: directory to
run this program !!!!!!!!!!!!!
**** By pressing Left-Amiga and 'a' together, you can switch between the
EobCharED and Workbench screens. AMOS MULTITASKS !!!!
**** Bye now. Let Dran have it!
...