Mages’ Guild Level 1 – Eye of the Beholder III

This guide will help you navigate the first level of the Mages’ Guild in Eye of the Beholder III.

Mages’ Guild Level 1 Map

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Area Overview

Note

  • Ogre slugs resist blunt damage, so attack them with swords and spells.

Enemies

Notable Loot

  • Cloak of Protection +3 (#5)
  • Ring of Protection +3 (#14)
  • Scrying Glass (#9)

1 – Button

Pressing the button here (#1) will remove a wall to the northeast (#1a).

2 – Shelves

In these two shelves, you’ll find the books The Elemental Seasons and Trobriand. The former is a clue for the Elemental Seasons puzzle (#3). The latter is a clue for the Entrance Puzzle (Level 2).

Note: To read a book, have a character hold it, and then right click on it from the main (non-inventory) screen.

3 – Elemental Seasons Puzzle

This is a teleporter puzzle. To solve it, you’ll need to go through each of the nearby teleporters (F1-4) and then return via their partner teleporter on the other side (G1-4). The teleporters are linked via the seasons and their associated elements:

  • F1 (Rains of Spring) and G1 (Wave)
  • F2 (Heat of Summer) and G2 (Sunset)
  • F3 (Breath of Autumn) and G3 (Tornado)
  • F4 (Ice of Winter) and G4 (Snowy Mountain)

From what we can tell, you have to complete the teleporters in seasonal order, but you don’t have to start with spring. So, for example, you could go through winter (F4), spring (F1), summer (F2), and then autumn (F3). When you’ve completed the puzzle correctly, all of the teleporters (F1-4 and G1-4) will start taking you to Level 2.

4 – Mage Scroll

You’ll find a Mage Scroll of Water Breathing on the ground here.

5 – Loot

In these two squares, you’ll find a Cloak of Protection +3 and a Potion of Healing.

6 – Shelves

Inside the two shelves here, you’ll find a Mage Scroll of Cone of Cold, a Mage Scroll of Death Spell, a Mage Scroll of Disintegrate, a Mage Scroll of Flesh to Stone, a Mage Scroll of Hold Monster, and a Mage Scroll of Stone to Flesh.

7 – Moveable Wall

To remove this wall, you’ll just need to press the button on either side of it.

8 – Shelf

Inside the shelf here, you’ll find a Potion of Giant Strength.

9 – Shelf

Inside the shelf here, you’ll find a Scrying Glass. It can be used to identify items. Just put the Scrying Glass in one hand of a character and the item to be identified in the other hand, and then right click on the Scrying Glass. The Scrying Glass has unlimited charges.

10 – Rations

You’ll find Rations on the ground here.

11 – Buttons / Moveable Wall

If you press the buttons on the northern and southern wall here (#11), then you’ll remove the moveable wall to the east (#11a).

12 – Shelf

Inside this shelf, you’ll find a scroll written by Acwellan, where he’ll claim that he’ll “abide here forever” to protect against the Doom of Myth Drannor. After reading the scroll, it will crumble away into dust. You’ll meet Acwellan later.

Note: To read a scroll, have a character hold it, and then right click on it from the main (non-inventory) screen.

13 – Shelf

Inside this shelf, you’ll find a Necklace of Magic Missile (which can be worn around the neck, but is really just a Wand of Magic Missile), a Ring of Trobriand (which you’ll need on Level 2), and a Wand of Fireball.

14 – Ring of Protection

You’ll find a Ring of Protection +3 on the ground here.

15 – Sublevel

You’ll only be able to reach this sublevel via the Grate Trap on Level 4.

16 – Mage Scroll

You’ll find a Mage Scroll of Wall of Force on the ground here.

Exits

  1. Exit back to the Guildhall Quarter Ruins.
  2. Teleporter.
  3. Teleporter.
  4. Teleporter.
  5. Teleporter.
  6. One-way teleporters to #4. Once you’ve completed the Elemental Seasons puzzle (#3), these teleporters will take you to Level 2.
  7. One-way teleporters to #3. Once you’ve completed the Elemental Seasons puzzle (#3), these teleporters will take you to Level 2.
  8. Stairs.
  9. Stairs.
  10. Stairs.
  11. Stairs.
  12. Stairs.
  13. Teleporter back to Level 4.
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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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