Difference between revisions of "Conflux/Places/Guilds"

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==== Description ====
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Note: Expect this page to be completely re-written.
*You start Conflux in "The Guild". This is a safe place where you choose your champions.
 
*Contrary to Chaos Strikes Back, this arrival is safe (at least at the beginning, more on this later), and it can be reached easily from the next places. It makes a perfect spot for storing items, aa well as saving and making a backup of your game before exploring a new zone.
 
*[http://dmwiki.atomas.com/maps/view/conflux/00 Map of level 0]
 
  
==== Interests ====
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=== Description ===
*Character choice: At the start of the game you can choose between five characters as your first party member: the four guild guides and the first character of the Maleficient Guild. For details about the champions, see the [[Conflux/Guild_Champions|the Guild Champions page,]] read also the [[Conflux/What is Conflux|introduction]] and the [[Conflux/Included tips|tips]] to decide which character(s) to choose. You can have between one and four champions in your party, and you cannot drop a party member later to get another one.  
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*"The Guild" is your starting point in the world of Conflux.
 +
*This is a safe place where you choose your Champions.
 +
*Contrary to Chaos Strikes Back, this arrival is safe (at least at the beginning, more on this later), and it can be reached easily from other places.  
 +
*It makes a perfect spot for storing items, saving, and making a backup of your game before exploring a new area.
 +
*<spoiler>[http://dmwiki.atomas.com/maps/view/conflux/00 Map of level 0]</spoiler>
  
*Things to consider before choosing a champion:
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=== Interests ===
**More starting guild items: you can perform two special actions right after the start of the game to gain an additional item for two of the characters. See the "Show text" links on [[Conflux/Guild Champions|the Guild Champions page]] for details. I recommend doing this as long as you're not sure that you are ever going to add those champions to your party later in the game.
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*Champion selection. (See [[Conflux/Advanced Guide for Champion Selection|Advanced Guide for Champion Selection]])
**Beginners should choose the four guides for their first game.
 
***Lief, The Fighter's Guild Guide.
 
***Iaido, The Ninja's Guild Guide. (Will tell you of secret passages.)
 
***Zed, The Priest's Guild Guide. (Will tell you about magical fluxes (transporters)).
 
***Gando, The Wizard's Guild Guide. (Will tell you about pits.)
 
**Some people recommend to have two party members: turning left or right quickly enough, you can avoid spells and weapons thrown at you.
 
**If you want to solve all of the guild masters' endings in one game, you may only pick one character and leave the other places free for guild masters.
 
**To solve the Maleficient Guild's ending, you must pick all four maleficient champions (from the same mirror). Always choose "reincarante" and not "resurrect" for the Maleficients, because this gives better statistics. They are extremely weak!
 
**There are additional champion mirrors and an altar on the Crypt level, which must be unlocked before use. You can only choose one of those characters if you have not yet four active party members.
 
**There is a way to obtain a fifth party member; you can have four active members and one "hidden" character much later in the game. Solve the riddle of [[Conflux/Places/Oracle|the Oracle]] on level 7.
 
**There is at least one place in the game where you need four living, active party members to proceed to the four guild master ending levels. There is a "backdoor", however: solve a few riddles in the [[Conflux/Places/Moria|Moria]] on level 13 to get to the entrance level of the [[Conflux/Places/Mampang|Tower of Mampang,]] then go down through a pit there and enter the [[Conflux/Places/Dracos lair|dragons' lair.]]  
 
  
*The Guilds' doors and special guild items: Initially your characters are restricted to lower experience levels. Opening more doors with special guild items makes higher levels for that guild available. At the end of each guild room is a special wall ornament containing the guild's master character. "Opening" this removes all further level restrictions for the guild. Each guild master has got a special game ending when you add the character to your party. In the beginning of the game it is important to collect as many guild items as possible to open these doors, or you'll waste your gained experience and won't become stronger. There are two additional places on this level (accessible through the two levels below) where you can trade two more of those items for each guild to obtain special items. Don't spend items there before opening all of that guild's locks first. For two of those locks you can avoid spendimg an item: the first one of the Wizards' Guild, and the second one of the Fighters' Guild.
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*The Guilds' doors and special Guild items:
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**Initially your Champions are restricted to lower experience levels.
 +
**Opening more doors with special Guild items makes higher levels for that Guild available.
 +
**Each Guild has their own Guild item.
 +
***A Mace for the Fighter Guild.
 +
***A Throwing Star for the Ninja Guild.
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***A Monk Staff for the Priest Guild.
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***A Corbum for the Wizard Guild.
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**After the first three doors of each Guild are opened, you are required to answer an additional Guild Riddle before you will be allowed to open more doors.
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**At the end of each Guild room is a special wall ornament containing the Guild's Leader.  
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***"Opening" this removes all further level restrictions for that Guild and that Guild Leader's face or torso will replace the ornament.
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***Click on Guild Leader's face or torso to add them to your party.
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**In the beginning of the game it is important to collect as many Guild items as possible to open these doors, or you'll waste your gained experience and won't become stronger.
 +
**For two of those locks you can avoid spending an item:
 +
***The first door of the Wizards' Guild
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***The second door of the Fighters' Guild.
  
*[[Conflux/Places/Room of Fate|"Unleash Hell"]]: A small room at the bottom of the dungeon on level 63 is only reachable from the Guilds' main room. There you find a button which permanently switches on the generation of Tormentors, ferocious hell creatures normally to be found on infernal levels only, which then haunt you on all levels. A starting party is unlikely to survive this, for an advanced party the monsters are no threat on their own, but can be annoying in the long run, and disturb you when performing difficult actions.
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*A button north-west of the fountain in the central Guild area allows sole access to the [[Conflux/Places/Room of Fate|Room of Fate]], a small level at the bottom of the dungeon where certain game adjustments can be made.
  
==== Connections ====
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*There is a ladder in the room accessible after answering the Priest Guild riddle.
*Teleporter to and from [[Conflux/Places/Room of Fate|the Room of Fate]] (a small level only accessible from here via a teleportation button)
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**The ladder leads to a small cemetery containing the graves of Conflux heroes.
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**A Skeleton key can unlock the door to a passageway containing a gold lock and an iron barred door.
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***A button in the [[Conflux/Places/Chamber of Oblivion|Lands of Death]] can open a wall allowing access to this area.
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***<spoiler>The iron barred door, opened with a gold key, reveals an alcove with a Skeleton Key.</spoiler>
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*Once certain condtions are met, it is possbile for random encounters with giggler and vexirks here!
 +
 
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*It is possible to lose access to the central fountain if a certain door is opened in one of the Guild Leaders' Quest.
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=== Connections ===
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*Teleporter to and from [[Conflux/Places/Room of Fate|the Room of Fate]] (via a teleportation button)
 
*"FOUL SMELLS" stairs to and from [[Conflux/Places/Sewers|the Sewers]]  
 
*"FOUL SMELLS" stairs to and from [[Conflux/Places/Sewers|the Sewers]]  
 
*Stairs to and from [[Conflux/Places/Storage Cellar|the Storage Cellar]]
 
*Stairs to and from [[Conflux/Places/Storage Cellar|the Storage Cellar]]
 
*Stairs to and from [[Conflux/Places/Wine Cellar|the Wine Cellar]]
 
*Stairs to and from [[Conflux/Places/Wine Cellar|the Wine Cellar]]
 
*Elevator at {0,4,4} initially only from, then also back to [[Conflux/Places/Dwarven Maze|the Dwarven Maze]]
 
*Elevator at {0,4,4} initially only from, then also back to [[Conflux/Places/Dwarven Maze|the Dwarven Maze]]
 
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*Ladder at {0,14,16} down to {38,2,27}, a cemetary deep below the Priests' Guild.
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*The entrance to the [[Conflux/Places/Deathtrap|Deathtrap Dungeon]] used to be here in older Conflux versions.
 
[[Category:Conflux/Places|Guilds]]
 
[[Category:Conflux/Places|Guilds]]

Latest revision as of 07:00, 5 November 2012

Note: Expect this page to be completely re-written.

Description

  • "The Guild" is your starting point in the world of Conflux.
  • This is a safe place where you choose your Champions.
  • Contrary to Chaos Strikes Back, this arrival is safe (at least at the beginning, more on this later), and it can be reached easily from other places.
  • It makes a perfect spot for storing items, saving, and making a backup of your game before exploring a new area.
  • Show text


Interests

  • The Guilds' doors and special Guild items:
    • Initially your Champions are restricted to lower experience levels.
    • Opening more doors with special Guild items makes higher levels for that Guild available.
    • Each Guild has their own Guild item.
      • A Mace for the Fighter Guild.
      • A Throwing Star for the Ninja Guild.
      • A Monk Staff for the Priest Guild.
      • A Corbum for the Wizard Guild.
    • After the first three doors of each Guild are opened, you are required to answer an additional Guild Riddle before you will be allowed to open more doors.
    • At the end of each Guild room is a special wall ornament containing the Guild's Leader.
      • "Opening" this removes all further level restrictions for that Guild and that Guild Leader's face or torso will replace the ornament.
      • Click on Guild Leader's face or torso to add them to your party.
    • In the beginning of the game it is important to collect as many Guild items as possible to open these doors, or you'll waste your gained experience and won't become stronger.
    • For two of those locks you can avoid spending an item:
      • The first door of the Wizards' Guild
      • The second door of the Fighters' Guild.
  • A button north-west of the fountain in the central Guild area allows sole access to the Room of Fate, a small level at the bottom of the dungeon where certain game adjustments can be made.
  • There is a ladder in the room accessible after answering the Priest Guild riddle.
    • The ladder leads to a small cemetery containing the graves of Conflux heroes.
    • A Skeleton key can unlock the door to a passageway containing a gold lock and an iron barred door.


  • Once certain condtions are met, it is possbile for random encounters with giggler and vexirks here!
  • It is possible to lose access to the central fountain if a certain door is opened in one of the Guild Leaders' Quest.

Connections