![]() ![]() I welcome all comments about the material in this blog, and I generally do not censor them. I have no idea how to fix the many many holes in the bad guy’s plan that you point out above, though :) Delete So the idea that he was trying to become immortal through something like the baelnorn method but something went wrong and he wound up as a lich is actually plausible I think, as well as making it more reasonable this would end in a boss fight no matter what, which I would assume was a design goal since EOB doesn’t have a tradition of talking past obstacles - plus from a player’s point of view, most know what a lich is whereas you’d need to explain an alternate kind of magic undead creature and it probably wouldn’t add much to the experience. He’s also depicted as getting increasingly power hungry and paranoid, as I recall. In the Temple check, we use level flag 22 (0x16), which is set when you first step into the area right after forging the Talon sword.In Forgotten Realms lore at least, the process for becoming a baelnorn has been lost for a while, and I believe can involve using magical elven energy fields called mythals, which are probably pretty messed up in Myth Drannor post-fall. In the Catacombs check, we use global flag 30 (0x1E), which is set when you first step foot into the catacombs level 1. To defeat the copy protection, we can update the level flag checks to ones that should have already been set earlier, so that it never asks the copy protection questions. the updates below will prevent the game from even asking the copy protection questions. The first is on the stairs down from Catacombs level 1 (LEVEL1.INF) to Catacombs level 2 and the second is on the stairs up from Temple level 2 (LEVEL6.INF) to Crimson Tower level 1. In the dwarven ruins check, level flag 8 is always set two squares before reaching the stairs, so we can update the copy protection check on the stairs to use that flag instead. This will make the check always fail and it never shows the copy protection. In the sewer check, we update the value it compares the level flag to "2", which is impossible (a flag is always either 0 or 1). To defeat the copy protection, we can update the level flag checks to always return a favourable result, so that it never asks the copy protection questions. The second is on the stairs down from level 6 - Bottom Level of Dwarven Ruins (LEVEL6.INF, inside EOBDATA4.PAK), behind the three key puzzle. The first is on the ladder down from level 1 - Upper Sewer Level (LEVEL1.INF, inside EOBDATA3.PAK). A "level flag" (in both cases, it's level flag 31 / 0x1F ) keeps track of when you have completed the copy protection, so that it doesn't ask again. ![]() The copy protection checks are scripted into the game on some staircase transitions. ![]() Fortunately there are some critical values that can be easily modified. The level script files are stored in a compressed format, so there are practical limitations on what bytes can be altered. I always wanted to create a better copy protection crack for the Eye of the Beholder games, and thanks to the All Seeing Eye tools, I was able to decode the level scripts to figure it out. One or two entries might be missing but I'm confident I have built at least 95% of it. I never found EOB2's, so I created it myself this morning, I still have my original manuals in paper. EOB1's I found on the net a long time ago and corrected some entries. ![]()
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