Difference between revisions of "Conflux/Places/Guilds"

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Note: Expect this page to be completely re-written.
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=== Description ===
 
=== Description ===
*You start Conflux in "The Guild". This is a safe place where you choose your champions.
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*"The Guild" is your starting point in the world of Conflux.  
*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.
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*This is a safe place where you choose your Champions.
*[http://dmwiki.atomas.com/maps/view/conflux/00 Map of level 0]
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*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.  
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*It makes a perfect spot for storing items, saving, and making a backup of your game before exploring a new area.
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*<spoiler>[http://dmwiki.atomas.com/maps/view/conflux/00 Map of level 0]</spoiler>
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=== Interests ===
 
=== Interests ===
*Character choice:
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*Champion selection. (See [[Conflux/Advanced Guide for Champion Selection|Advanced Guide for Champion Selection]])
**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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**Things to consider before choosing a champion:
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*The Guilds' doors and special Guild items:
***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 never going to add those champions to your party later in the game.
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**Initially your Champions are restricted to lower experience levels.
***Beginners should choose the four guides for their first game.
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**Opening more doors with special Guild items makes higher levels for that Guild available.
****Leif, The Fighter's Guild Guide.
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**Each Guild has their own Guild item.
****Iaido, The Ninja's Guild Guide. (Will tell you of secret passages.)
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***A Mace for the Fighter Guild.
****Zed, The Priest's Guild Guide. (Will tell you about magical fluxes (transporters)).
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***A Throwing Star for the Ninja Guild.
****Gando, The Wizard's Guild Guide. (Will tell you about pits.)
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***A Monk Staff for the Priest Guild.
***Some people recommend to have two party members: turning left or right quickly enough, you can avoid spells and weapons thrown at you.
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***A Corbum for the Wizard Guild.
***Each guild master has got a special game ending when you add the character to your party. 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. (See below.)
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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.
***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!
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**At the end of each Guild room is a special wall ornament containing the Guild's Leader.  
***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.
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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.
***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.
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***Click on Guild Leader's face or torso to add them to your party.
***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.]]
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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.
*The Guilds' doors and special guild items:
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**For two of those locks you can avoid spending an item:
**Initially your characters are restricted to lower experience levels.
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***The first door of the Wizards' Guild
**Opening more doors with special guild items makes higher levels for that guild available.
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***The second door of the Fighters' Guild.
**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.
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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.
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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.
***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.
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**For two of those locks you can avoid spending an item: the first one of the Wizards' Guild, and the second one of the Fighters' Guild.
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*There is a ladder in the room accessible after answering the Priest Guild riddle.
*"Unleash Hell": the [[Conflux/Places/Room of Fate|Room of Fate]], a small level at the bottom of the dungeon, is only accessible from the Guilds' main room.
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**The ladder leads to a small cemetery containing the graves of Conflux heroes.
*Visit the graves of Conflux heroes in the cemetary below the Priests' Guild, unlock the door to the [[Conflux/Places/Chamber of Oblivion|Lands of Death]].
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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.
  
 
=== Connections ===
 
=== Connections ===

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