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Cheat Sheet
by the Silver Rainmaker (mloux@rm42.ucc.uconn.edu)
This information contained below will tell you how you can
modify your characters through the use of binary manipulation.
It will NOT tell you how to win the game, nor is it a hint file.
If hints are desired, email me at mloux@rm42.ucc.uconn.edu or buy
the hint book.
Also, take note: The details within this document have been
tested and found valid on IBM/MS-DOS compatible machines ONLY! I
cannot vouch for the validity of these notes on any other type of
machine. Those of you with other machines (Amiga, Mac, etc.) are
welcome to try it, but don't come crying to me if it doesn't
work.
Now, in Eye of the Beholder I, there was one save file and
one only. Now I am pretty sure the info contained herein WILL
work on Eye of the Beholder I save files, in fact it was another
cheat file like this one that made me try it on Eye II, but I say
again, no promises. At any rate, in Eye of the Beholder II,
there are several slots in which you can save your game, each
with so many characters in which you can give it an individual
name. At any rate, where in Eye I there was one save file, named
EOBDATA.SAV, there are several in Eye II, one for each save slot,
to be exact. These files have the names EOBDATAx.SAV, where x is
a number 0 through 6, I believe. At any rate, the number on the
end corresponds to the distance from the top slot in the game.
Therefore the highest up will be EOBDATA0.SAV, the next one
EOBDATA1.SAV, and so on, until the last one.
Therefore, you must figure out which file contains the data
you want to alter, and then make a backup copy of it. You don't
have to, but if you mess up, and there is no data to restore,
then you're stuck with it. I thought I would warn you in
advance, so you don't do anything stupid. Now, you can either
edit the backup file or the save file, it doesn't really matter.
I edit my save file directly, namely because it saves time. If
you edit the backup file, then you have to rename the original
save file to a backup, then copy the backup file to the save file
original name (Eye II WON'T know to look for BOB.SAV), then run
Eye II. It's easier to just edit the save file directly, copying
from the backup file in case you screw up. You might want to
make several backup files, at different stages of the editing
spree, in case you only want to back up one small step, rather
than start over again. But you should be able to figure out this
stuff from common sense, so I will get to the point.
Now, you will need a hex editor of some kind. I use
Diskedit myself, because it's nice and easy to use, and it
supports a mouse. Oh yes, DISKEDIT is a part of Norton
Utilities, and the version I use is 6.01. Very nice, but I am
sure PC tools has something as well, and there are probably half
a million editors out there in shareware land or by less known
companies. Any recommendations should be sent to
mloux@rm42.ucc.uconn.edu for newer versions of this text file.
OK, let's start fiddling. Execute your editor and open the
file in question. With most hex editors, there will be a series
of two-digit hex codes to the left, and the ASCII equivalent to
the right. It should look vaguely like the following:
3D 3D 3E 45 61 74 20 6D - 65 3C 3D 3D 00 00 00 00
00 00 00 00 00 01 49 72 - 6F 6E 41 73 73 00 00 00
==}Eat me{==....
......IronAss...
00
00
00
00
00
00
00
00
00
13
7F
88
00
00
00
00
00
00
13
00
0D
00
00
00
00
00
00
64
FF
01
00
00
00
00
00
00
64
00
00
00
00
00
00
00
00
12
06
88
00
00
00
00
00
00
12
00
0D
00
00
00
00
00
00
12
02
01
00
00
00
00
00
00
12
19
00
00
00
00
00
00
00
11
35
64
00
00
00
00
00
00
11
09
1E
00
00
00
00
00
00
13
00
87
00
00
00
00
00
00
13
00
79
00
00
00
00
00
00
10
C4
00
00
00
00
00
00
00
10
EF
00
00
00
00
00
00
00
7F
03
00
00
00
00
00
00
00
...dd..........
. .......5......
.........d..y...
................
................
................
................
................
................
second byte, now null, will be used as the higher byte, much the
way you add a 1 to the left end of a number, like when 99 goes to
100. More on this later, when we deal with the experience.
Next, there are two bytes, one that might be high up, like
FC or so, followed by one that should be null (00). I don't know
what function these perform, but they seem to be way up there for
NPC's and low for your generated characters.
Next is a series of four bytes that are useful only if you
really want to completely change your character:
The first byte is the Race and Sex, with even numbers being
male, and odd being female. Thus, 00 and 01 are human male and
human female, respectively. Likewise, the elves take up 02 and
03, the half-elves have 04 and 05, the dwarves 06 and 07, the
gnomes 08 and 09, and the halflings finish it off with 0A and 0B.
The next byte following that is pretty important. It states
the class of your character. I don't know all of them, but I
have deduced that 00 is fighter, 01 ranger, 02 paladin, 03 mage,
04 cleric, and 05 is thief. The multi-classed also have a single
digit, with 06 going to fighter/cleric, 07 fighter/thief, and so
on. I don't know all of them, but Amber, the mage/thief on the
priets level, is 0A. So you should be able to deduce the rest
through experimenting, and I will most likely have more complete
results in the next version of this file.
The next byte is the alignment of the character, with 00 as
lawful good, 01 neutral good, 02 chaotic good, and so on, ending
up with 08 as chaotic evil.
The next byte you really shouldn't tangle with unless you
want to change the character's appearance. This byte selects the
portrait used on the screen. I don't know which is which, but
each portrait probably has its own two-digit hex code. Try
different numbers and see what you come up with (hell, you might
come up with the head of a monster!). I do know that the NPC's
all have portrait numbers high up, around FE and FF or so. Most
likely the character portraits are all down in the 00 to 30
range.
The byte after that doesn't seem to do much, at least not
that I can figure out, so I leave it alone.
The next three bytes detail the character's level. You
probably don't want to toy with these, as they will only be
temporary (once the experience points reach the turning point of
a certain level, they will put the character in that level, even
if the level byte says he's three levels higher). Each byte
represents the level in hex. Most characters will only have one
of the three bytes used, unless they are multi-classed (yeah, one
for each class, as three classes is the max you can have).
Then after those three bytes is the experience for each
class, which takes up four bytes apiece. Now, this is where it
gets really tricky. The best way to compute these guys is to
have a really good knowledge of hex, or to use a calculator that
can readily convert between hex and decimal. I use an HP 28S
myself.
Now, this is tough. Take the four bytes, let's use an
example from one of my files. Calandra (not shown above in the
sample text) has an experience value here of C4 1E 05 00. Now,
the right most byte is the highest byte. To figure out the
decimal value, feed in the hex value byte by byte, starting with
the right. So, you would punch 00 05 1E C4 into your hex
calculator (in hex mode, silly) and convert to decimal. This
will result in Calandra having an experience point value of
335,556 experience points, putting her at level 9. Now, if you