Conflux/Places/Guilds

From DmWiki
Revision as of 12:14, 14 October 2012 by Phoenix (talk | contribs) (Rewording and addtional information.)
Jump to navigationJump to search

Description

  • 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.
  • Map of level 0

Interests

  • Character choice:
    • At the start of the game you can choose between five Champions as your first party member: the four Guild Guides and the first Champion of the Maleficient Guild.
    • Details on each champions can be found in The Guild Champions.
    • It is recommend that you read the Introduction and Tips before deciding which champion(s) to choose.
      • You can have between one and four Champions in your party.
      • Choose carefully, Champions cannot be dropped once "Resurrected" or "Reincarnated".
      • Reincarnation allows for better stats.
      • Once you have chosen four Champions your party is fixed and cannot be permanently changed.
      • Some Champions are hidden.
    • Things to consider before choosing a Champion:
      • You can perform two special actions right after the start of the game to gain an additional Guild items for two of the Guild Guides. For more details see the spoiler ("Show text") links on The Guild Champions.
      • It is recommend that you perform these actions if you plan on adding either or both of these champions to your party.
      • Beginners should choose the four Guild Guides for their first game.
        • Leif, 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.
      • Each Guild Leader has a special game ending when you add that Champion to your party. If you want to solve all of the Guild Leaders' endings in one game, you may only pick one Champion and leave the other places free for the Guild Leaders. (See below.)
      • To solve the Maleficient Guild's ending, you must pick all four maleficient champions (from the same mirror).
        • Always choose "Reincarnate" and not "Resurrect" for the Maleficients, because this gives better statistics.
        • They are extremely weak!
      • There are six additional Champion mirrors and an altar on the Crypt level.
        • These mirrors must be unlocked before use.
        • You can only add these Champions if you haven't already chosen four active party members.
  • 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