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Advanced Dungeons & Dragons: Eye of the Beholder II - The Legend of Darkmoon (DOS)

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Title Screen

Advanced Dungeons & Dragons: Eye of the Beholder II - The Legend of Darkmoon

Developer: Westwood Associates
Publisher: Strategic Simulations
Platform: DOS
Released in US: 1992

GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.

Eye of the Beholder II: The Legend of Darkmoon is a sequel to the original Eye of the Beholder game. In the second game, the party receives a letter from and subsequently meets up with Khelben Blackstaff about the Temple Darkmoon, where the party must rid the source of the evil of the temple; a Q (from Star Trek) lookalike.

Unused Music

To do:
Upload the music.

There are three music jingles that aren't used but found throughout the various .ADL files in the game:

The first jingle is the same as the Success jingle, but played in the key of C rather than A.

The second jingle sounds triumphant, almost as if it was intended to be used for when the party accomplishes a task.

The third song is a modified version of the song when you face Dran Draggore. There were some instrumental and note changes made to the song.

Unused Dran Draggore Transformation Music

An ominous jingle plays when Dran transforms into his final form. While the song is used, only the first few seconds of the song are heard, as the cutscene for his transformation ends after a few seconds, and the music quickly fades out.

(Source: VGMRips)

Unused Images

Frost Giant King Suicide

In the game's file SOUT4.CPS (using SILVER.PAL) there is a picture of the Frost Giant King stabbing himself with the Talon's Tongue, with blood coming out of his stomach and mouth. However, the final image of the suicide is not used; instead, the game tells you after his speech that he "mysteriously turns to dust". The two images are also in the file SUICIDE.CPS (with the same palette), but the used version of the Frost Giant King image is the SOUT4.CPS one, which differs slightly in that there is a visible shine added to the knife's point, and the image seems to be a lot lower in colour quality than the SUICIDE.CPS version. The other two images in SOUT4.CPS (both showing a Beholder), and the third image in SUICIDE.CPS (a pedestal with a hand-shaped depression at the top), are all used.

Frost Giant King suicide as seen in SOUT4.CPS
Better quality version of the Frost Giant King suicide as seen in SUICIDE.CPS

The Amiga version of SOUT4.CPS shows the image of the king holding the knife (without shine on the point), but the suicide image itself is missing, and SUICIDE.CPS has both images of the king blacked out, showing only the image with the pedestal.

The way the scene was changed indicates that it was probably censored on request of the publisher after the game was already finished.

Credits2 Unused.png

The game contains an unused Westwood logo in CREDITS2.CPS, as well as the game's release year in Roman numerals (MCMXCI = 1991). These were intended for the game's ending credits, but the game instead just uses the "Westwood Associates" graphic instead. There was, however, a demo for this game which used this graphic. FINALE_7.PAL was used as the palette file.

Unused Items

Stone Cross

After talking to the Dying Servant in the Crimson Tower, shortly before the final boss battle, he will drop a stone cross. The stone items are to be used in the teleportation systems inscribed on some walls. However, the Crimson Tower doesn't contain any of these, and there is no way to backtrack at this point in the game, rendering the stone cross useless. If you cheat to have the stone cross in an earlier area, it turns out that it does work: using it on a teleportation gate will warp you to a specific place in the Crimson Tower, that likely had a return gate in an earlier build.

Ruby Key

On the second and forth DOS box-shots (back cover) there is shown the Ruby Key in one character's inventory. That key only exists in the first game and cannot be imported to the second, which like a lot of exclusive items would disappear into an empty inventory slot. This might have been part of Westwood's early alpha-testing, before the Import function was fully implemented.