

Walk toward the exit (the guard is now gone) and speak with Daicant, the school master. After a few rounds, the monster blasts Chezni with a fiery breath, knocking him out.Ĭhezni regains consciousness (and strangely enough, compeletly healed!) in the schoolgrounds. You are not intended to win this battle, so do not worry: do whatever you want for a few rounds (the monster does not attack). A scene will play out and then Chezni will enter a battle with a mysterious foe. Simply follow the passage north, up the stairs until you reach the top of the tower, where a control panel stands.Įxamine the contraption (Press A) and you will discover a hand-shaped cavity on the device. (If you try to return from this area, you will find that the elevator cannot take you back down.) This area has no new enemies. When you are ready, ascend in the elevator. Do not enter it until you have built Chezni's power up as much as possible, since you will not be able to return once you have ascended to the upper area of the tower. In Paladin's Quest, treasure chests look like this. On the third floor, note the pod-like object standing against the lower wall. The first and second floors are simple, one-room areas. If you get weak, drink a dosage from either Chezni or Duke's mini bottle or leave the tower and rest in the boarding house. The enemies here have single-target, weak attacks and can be defeated with a few blows or a single blast from a spell. Do not worry about Duke's level or magic power, since he will be in party for a very short time. Build Chezni up at least to level 3 and also have him cast his FireS spell to raise the power of his Fire Spirit. I recommend that you spend time on the lower three floors of the tower and gain experience points. Speak with him and he will ask you if you are ready. The Tower of Gabnid itself, your destination, lies just north of the raindrop monument on the grounds Duke is found standing just outside the doors awaiting your arrival. You cannot leave the school itself, however: an armoured guard blocks your path. Throughout the world, women dressed like that can save your game. Also note the woman in red clothes she can save your game.
#Eye of the beholder walkthrough special quests for free
In the south-western corner of the grounds lies the boarding house, where you can not only rest for free but also have your bottles refilled automatically if you rest. There are more students out on the schoolgrounds talk to them and explore this area if you wish. Otherwise, just follow the hallway east, then south and leave the school. If you are unfamiliar with the magic system in this game, you might want to talk to the students in this classroom on the first floor. There are two more rooms of this floor, one holds Daicant, the master of the school and the other is another classroom. You can talk to more students in another classroom to the east if you want they simply have information about the world of Lennus.ĭescend the stairs at the eastern end of the hallway to the first floor, and proceed east. Return to the hallway and go back west, past your classroom. Search the right side of the shelf in the upper left corner of the room for a home door ( home dor) as well as a learning hat ( learn h) in the right portion of the lower left cabinet. Out in the hallway, walk east then south into a storage room. Speak with the other classmates if you want, then leave the classroom. Accept and you will gain control of Chezni. The Magic School and Rasturk (revisited)Ĭhapter VI: The Checkpoint to Daphne's CaveĬhapter IX: Rekuon and the Throne of the ImmortalsĪfter the introductory scene, Chezni's peers will challenge him to a dare. The First Resistance Base (revisited)Ĭhapter III: The Skuruu Mobile Camp and Denebra MountainĬhapter XV: The Underworld and the LaboratoriesĤ8. Chapter I: Introduction at the Magic SchoolĬhapter XI: The First Resistance Base and Conshiutoģ6.
