The following is a list of all the major and minor quests in Conflux. The major distinction between quests and puzzles is that quests, for the most part, give points towards the Competition, require traversing multiple levels, or provide an item that is specifically unique to a given Champion.
- Quests can be done in any order, but some are worth doing before others.
- Since your Champions are relatively crippled until the Guilds are completely open, acquiring Guild access items and the items necessary to solve each Guild's riddle should be a priority.
- Acquiring a Compass is essential in utilizing walkthrough information provided here.
The easiest to acquire can be found at The Tailor's Gift in the Mildew Area.
- Search Conflux for map scrolls.
- These scroll make Conflux much easier to navigate.
- There are a total of 18 finely crafted maps.
- It is also highly recommended that you complete the Competition Quests before attempting the Guild Leader Quests and the Quest to Meet Lich Vecna.
- In doing so, you will acquire the majority of the individual Champion items.
- Your party will also achieve the necessary Mastery required to complete the harder Guild Leader Quests.
- 1 Guild Level Restriction Quests
- 2 Armour Quests
- 3 Cerberus Quests
- 4 Competitions Quests
- 4.1 The Flask Quest
- 4.2 The Quest for The Long Lost Wand
- 4.3 The Quest to Find the Fur Trader
- 4.4 The Quest to Enter the Forges
- 4.5 The Quest for the Dwarven Treasure
- 4.6 The Quest for The Weapon of Druafang
- 4.7 The Quest for Funereal Weapons
- 4.8 The Quest for Air-Rune Activated Scrolls
- 4.9 The Quest to Win the Circus Prize 99
- 4.10 The Quest to Find The Kitchen Lab of Solune
- 4.11 The Quest to Find The Cursed Armoury
- 4.12 The Quest for The Coral Poleyn
- 4.13 The Quest for the Burning Whip of the Balrog
- 4.14 The Quest to Kill the Mothers of the Egg Chamber
- 4.15 The Quest to Kill Xanathar
- 4.16 The Quest to Save The Besieged Town
- 4.17 The Quest to Survive the Trial
- 4.18 The Quest to Kill all the Council Members.
- 4.19 The Quest to Ransack The White Chambers of the Council
- 4.20 The Quest to Free the Leader of the Council and Kill the Traitor
- 4.21 The Quest to Recover the Crown of Kings from the Archmaster of Mampang
- 4.22 The Quest to Get the Scorching Silk Whip
- 5 Champion Item Quests
- 6 Guild Leader Quests
- 7 Maleficient Guild Quest
Guild Level Restriction Quests
Champions are restricted from achieving a higher proficiency level (even if they have the required Guild access items) until they obtain 4 specific items to solve each Guild's riddle. This riddle is found after opening each Guild's third door known as the Threshold of The Initiate. Some Guild riddles only require a single item, while others need multiple numbers of the selected item.
|Fighter||One Tooth To Bite, He Is The Forests Foe, One Tooth To Fight, As All Dwarves Know.||Show text
An Waraxe can be obtained from the Fur Trader.
The Waraxe can be removed from the riddle alcove.
|Ninja||Deaf Dumb And Blind I Can Only Point With My Single Arm, Yet I Always Find If You Have Faith In My Charm||Show text
A Compass can be obtained from The Tailor's Gift
The compass can be removed from the riddle alcove.
|Priest||Five Boxes Without Hinges Key Or Lid Yet Vital Treasure Inside Is Hid.||Show text
5 Ven Eggs
Many can be found in the top four levels.
All Ven Eggs are lost when placed in the riddle key hole.
|Wizard||They Know More Than Has Ever Been Said. But Have No Brain No Head. They Hold The Thoughts Of Our Fathers. Those Ten Are The Bane Of Feathers.||Show text
Don't use the Competition Scroll for this!
Only use scrolls you don't care about as all scrolls placed in the door frame are lost.
Three sets of Magical Armour (Darc, Dragon, and Holy) can be found in Conflux. Each armor set consists of foot, poleyn, armor, helm, and a shield. The wearer of a full set of armor gains the ability to use the Awaken Armour Spell (see (BRO SAR) in Non-aligned spells). While the Dragon Armour can be worn by any Champion possessing the necessary Strength, the Darc and Holy Armors are intended for specific Guild Leaders and will drain Stamina from other wearers.
The Darc Armour
The Darc Armour, composed of the Runic Greaves, Demon Poleyn, Hell Plate, Mask of Terror, and the Shield of Darc, is cursed and can only be safely worn by Halk. All other wearers will have their Stamina drained by the Armour. Show text
The Darc Armour is imprisoned beneath the Cursed Armoury and must be "freed". Each piece, upon being released, incarnates as an Unholy or Deth Knight and is transported to a special portal room where they can disperse to multiple locations. You will then need to find and kill the knights to get them to drop their piece of the Darc Armour.
The Shield of Darc: Show text
The Shield of Darc can be found in the Shield of Darc Puzzle which can be accessed from the ladder near the Council back door.
The Dragon Armour
The Dragon Armour is composed of the Dragon Feet, Dragon Poleyn, Dragon Armour, Dragon Head, and the Dragon Shield. Collecting the Dragon Armour is also part of The Competition and as such, three points towards The Competition are awarded for obtaining each piece (up to a total of 12 points). Unlike the other armors, the Dragon Armour is dispersed across many levels.
- The Dragon Feet Show text
can be found in the Upper Armouries of Moria.
- The Dragon Armor Show text
is in the possession of Smaug in Cavern of Smaug at the bottom of Moria.
- The Dragon Head Show text
can be found on a Mastervexirk in The Oracle's chambers.
- The Dragon Poleyn Show text
can be found on a green dragon in the Emerald forest.
- The Dragon Shield Show text
can be found in a secret alcove at The Contest of Bravery of the Clockwork Knights Lair maze.
When you pick up each piece of the Dragon Armour, you will receive a message stating: "This feat will be remembered." and the Competition scroll will show an added 3 points towards the Competition for up to a total of 15 points.
The Holy Armour
The Holy Armour, composed of the Holy Greaves, Angel Poleyn, Heaven Plate, Divine Mask, and the Shield of Lyte, is the armor of Mophus. While the Shield of Lyte can be used by any Champion, any use of the remaining pieces of armor will drain the Stamina of all wearers except Mophus.
Four pieces can be found in Show text
The White Chambers of the Council
, while the Shield can be found in Show text
Three Fights for Freedom.
For more information see The Quest to Ransack the White Chambers of the Council bellow.
There are two Quests associated with Cerberuses. The first is to gather the three Cerberuses for 3 points each and the second is to obtain a Fiery Cerberus. For more information on this topic please see the main Cerberus page.
Note: You must be carrying the Challenge scroll found in the central alcove of the Guilds in order for completion messages regarding The Competition to be displayed.
Here is a recommended order for the Competition Quests:
The Flask Quest
The Flask Quest is the first quest that should be undertaken in Conflux. Without a flask, you will be unable heal wounds, cure poisons and the rid yourself of the various diseases you will face when exploring the dungeon. The quest begins at an alcove the Cellar containing a scroll which states: "Bring Me Three Potions Kath Vinegar Ven Egg Zo Liqueur"
A single Zo Liqueur can be found in the Show text
Ven eggs can be found in many locations, but one can be acquired on the way to the easiest location to obtain Kath Vinegar. From the Cellars, proceed to the Rat's Nest where you can find the ladder to the Minotaur's Maze. At the top of the ladder is a bag containing a Ven Egg. After you defeat the Minotaur and solve the "Stone throwing" puzzle, you will gain access a four-way crossing. To the north is the Mildew Corridor. Going west from the crossing will lead to a wooden door with a switch behind which you will find the Souther Mildew Room and several Kath Vinegars.
Once you have obtained all three items, place them in the alcove where you found the scroll and an empty Flask will appear in alcove directly north of your position. Once you retrieve the Flask from the alcove, you will have completed this quest, receive a message stating: "This feat will be remembered." and the Competition scroll will show 1 point towards the Competition. Congratulations! You have taken your first step towards being able to safely navigate Conflux.
Note:There are four other Flasks distributed across Conflux which will also yield a point towards the Competition, but they are not a part of any given Quest as was the above Flask.
The Quest for The Long Lost Wand
This quest is relatively safe and somewhat easy for low level Champions.
In the Cellars, you will find the Fountain of Wisdom. Clicking on the fountain will give you a scroll with a partial map of the Cellars. The way to the Wand starts at a pressure pad next to a wall with the inscription, "SEEK WAY SEWERS/EXPLORE/SPIRITMINES/ENTER/EVILTEMPLE". Upon stepping on the pad, the sound of a pit opening occurs and you are at the beginning of the map. Follow the map south until you reach a wall, then proceed east to the next wall, then south east. To the south you will see stairs going down, to the north you will see a torch holder next to a grate-pit and an altar with supplies (More Supplies For The Strong).
Supplies For the Strong trap is re-opened after taking the Monk Staff from the altar.
If you don't have a rope, you'll need to jump in the pit to reach the Chamber of the Wand. Once in the Chamber, you can find an Iron Key in the crack directly west of the entry point. After you kill the screamers and take the gorgonzollas, the wand will appear on the floor, but you'll need to chase it around the chamber a few times before you can pick it up. The wand will hide in the cracks at the bottom of the walls here, so you'll either quickly grab the wand from the floor or pull it out of a crack.
Once you take The Long Lost Wand you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
Now that you have the Wand, you need to get out of the room. Place the wand in the alcove labeled "Long Lost Wand". This will remove a blocking wall behind you where you will find a key hole. Put an Iron key in the lock and a second blocking wall will open revealing a passage way with stairs leading back to the Cellars. Now that this passage way is open, you can remove the Wand from the alcove.
The Quest to Find the Fur Trader
If you have managed to find a map password scroll for the Mines, the Fur Trader can be found directly north of the stairs in the middle of the map. If not, finding the Fur Trader depends upon where you enter the Mines level. If you can make your way to the descending stairs north-west of The Flood in the Sewers level, go down the stairs and proceed north till you hit a wall, then go west once space and then north twice. To the East will be a pad underneath writing "Furs/Trader" on the easter wall. Touching this will will activate an elevator that will bring you to the Fur Traders shop. From the western entrance of The Dwarven Forges, go west, then south until you can go west again. Follow the trail north-west until you can go south and you will see the pad to the east.
If you have access to the Iron Temple, stairs there go down to the Sewers just to the North of The Flood. Go North then West to a set of stairs going down in the Mines. The entrance is directly behind the wall to the North. Go North and step around the corner to the pad.
Once you reach the bottom of the elevator you will have completed this Quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest to Enter the Forges
If you have acquired a map of the Sewers, you will see three pits at the north-eastern edge of the map. If not, your party will need to find its way to the north-east corner of the Sewers. This area is infested with Giant Leeches and other various fauna which you will need to clear out so that you can go South to a grate underneath a Spitter Tree. Behind this tree is a switch that will open the floodgates. Once the floodgates are open, three pits to the North will have opened. Drop down into the middle pit.
Once you Show text
drop down into the pit
, you will be in The Dwarven Forges, and you will have completed this Quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest for the Dwarven Treasure
The Quest for the Dwarven Treasure is divided in three parts: Finding the combination, entering the combination, and finally claiming the Treasure.
At the back of the Rat's Lair in the Sewers are two pits leading to the Dwarven Maze. Drop down either of these pits and on the eastern wall you will find the access code.
Currently: Show text
one, two, three, four
Once you have the code you'll need to get to main section of the Mines south of The Dwarven Forges. In this section you will find floor pads labeled one through four. It is necessary to enter the combination by stepping on the numbered pads in the exact order you found in the Maze. If you do this correctly, you will hear the sound of the Treasure chamber opening.
Before to try to get the Treasure, go west to the Central Shaft where you will find a large stone blocking a passage to the south next to a wall labeled "Beware Fireworks". Directly bellow this sign is a small button that will remove the stone. Press it, but do not enter this new section just yet as it is a trap. Instead, make your way north and back up to the Rat's Lair in the Sewers and drop down again into either pit. If you have entered the combination correctly there is now an open passage way south of the combination. Go all the way south, then east through a false wall. Go all the way north and then again east through another false wall. Here you will need to defeat the Earth Elemental that guards the Treasure. Once you have defeated this foe, you will find a bag in an alcove next to a closed iron bared door.
Once you pick up the bag containing the Dwarven Treasure you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
If you previously opened the "Fireworks" door you can now escape this area by opening the iron bared door and quickly moving north. You can also use an Open Door spell to access the alcove directly to the east.
The Quest for The Weapon of Druafang
The Weapon of Druafang is Furx (see Furx's entry in Unique Items).
The first step to obtaining Furx is to enter the Black Crypt. The easiest way to enter the Black Crypt is from Sign of the Demon at the near south-east end of the Sewers. Between the two Demon faces is a false wall that leads down to the Black Crypt. At the bottom of the stairs head west to the last crossway before the Altar of the Assault. From this crossway go north as far as you can then take one step west through a false wall. This hidden room is The Grave of Druafang. Stepping next to the cross will summon a Skeleton that you can kill to obtain its RA Key. Stairs at the north end of the room lead down to Tomb of Druafang. After you defeat the Spiked Wyrm guarding the Tomb, you can open the wooden door with the RA Key (Lock picks will work here as well, but there's no real need to save this type of key). Behind the door you will find an alcove with Druafang's bones, Furx, and a Sar Shield.
Once you pick up Furx you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 3 points towards the Competition.
The Quest for Funereal Weapons
These quests cannot all be completed at one time, instead you must acquire each funereal weapon as you traverse Conflux. There are a total of 7 funereal weapons for a total of 7 points towards the Competition.
The Funereal Thorn can be found on a Spitter tree located in the Sewers next to Pit D.
Once you pick up the Funereal Thorn, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Funereal Dagger, Swift Death, can be found in an alcove behind a closed iron door South of the Western entrance to The Dwarven Forges. You will need an iron key or lock picks to open the door.
Once you pick up Swift Death, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Funereal Storming can be obtained by placing one of each type of Guild item into the pillar in the northern most part of the Minotaur's Maze. Once placed the ring will appear in the alcove across from the pillar. You should only do this after unlocking all Guild doors. (Leadership Gateway)
Once you pick up the Funereal Stormring, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Funereal Rapier, Fleshbite Sustained, can be found in an gated alcove north of The Pit of Ephesus. You will need one of each type of Guild Item to open the gate. You should only do this after unlocking all Guild doors (Leadership Gateway).
Once you pick up Fleshbite Sustained, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Funereal Axe can be found in the Tomb_of_Balin.
Once you pick up the Funereal Axe, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The One Ring (Funereal)
Golum holds The One Ring on the lowest level of Moria. When you kill him he will drop The One Ring.
Once you pick up the One Ring, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
It is recommended that you save this quest for the very last so that you can acquire Vecna's funereal weapon, kill her, loot her lair, and subsequently face the consequences for both killing her and the change it will make to the Crypt level.
The Funereal Mace (Windu) can be found in a bag guarded by the lich Vecna. It's necessary to kill her to obtain the bag. The mace is also cursed and, you will need to take it out of the bag to remove the curse at the Temple.
Vecna can be found at the end of the Hall of Deads on the Crypt level. Vecna is protected from magic (your spells will be reflected back to you), so it's necessary to attack her with "weapons". The only weapon that is known to consistently inflict damage on Vecna is a unique Mace of Order that can attack groups. Vecna's main attack is similar to a combined Darkness/Vampyric Starvation. Each hit from her will drain all Champions Food and Water levels and cause blindness. This effect can be limited by attacking her when all Champions food and water levels are already yellow. Once Vecna is "dead", you need to quickly take the treasure on the floor before you are transported north next to the Altar of Nightmare. There, you will be hit with Vecna's curse, the Black Plague. All the items that your Champions carry that can be and are not in bags will be cursed. In addition, the poison cloud shooters that crisscross the Crypt level will now shoot steady streams of lightning! This effect is permanent, hence the recommendation to complete this quest last.
Once you remove Windu from the bag, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition. For more information on this topic see The Quest to Meet Lich Vecna bellow.
The Quest for Air-Rune Activated Scrolls
These quests cannot be completed at one time, instead you must acquire each scroll as you traverse Conflux. There are a total of 5 Air-Rune scrolls for a total of 5 points towards the Competition. Once you pick up each scroll, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The first Air-Rune scroll that most parties will acquire can be found in the Show text
%Treasure of the Ruster.
The second Air-Rune scroll can be obtained from Show text
the hidden library at the exit to Xanathar's Lair
The third Air-Rune scroll can be obtained from Show text
the Fire Demon guarding the Weapon Replicator at the bottom of The Sudden Death.
The fourth Air-Rune scroll can be obtained from Show text
the "Twist of Fate" Tribute in the Nest of the Spiders.
The location of the last scroll is a mystery by an edict of the Demi-Urge...
The Quest to Win the Circus Prize 99
Circus Prize 99 is a scroll that reads: Circus Prize 99 Right For One Audience. Show text
The alcove with the scroll can be accessed after solving the puzzle of The Joggler Giggler Arena.
The Joggler Giggler Room is the last of the "Circus" puzzles that started at the Circus Games entrance. An Iron key is needed for both the entrance and the door to The Joggler Giggler Room. An Iron key can be obtained through Circus Game #3: The Fall of Fright, which is right next to the lock The Joggler Giggler Room.
Wait for the giggler (if there is one here at the time) to die before venturing in. The Joggler Giggler Arena takes up the majority of this room and consists of a rectangular grid of pit pads surrounding two open pits in the center. This puzzle trap causes the pad your Champions are standing on to be replaced with an open pit a few seconds after your step on it, thus forcing you to move in a clockwise direction around the room. As long as you enter the room from Circus Games and not from one of the many traps and teleporters you won't immediately be forced into the puzzle. You will need two plasmas ( (ZO KATH RA)) to solve the puzzle. At the central South end of the room is a Lord Grey, kill him and place the first plasma in the Right/Western lock. Drop the second on the floor and the northern door will now be open for as long as the plasma stays in on the floor here. This will also close two pits here allowing you to reach the Northern door. Stop at the threshold of the door and turn west. Behind the now open door is an alcove with several items, one of which is Circus Prize 99.
Once you pick up the scroll, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest to Find The Kitchen Lab of Solune
If you have managed to acquire the map password scroll for the Emerald Level the location of the Kitchen Lab is self evident.
The entrance to the Kitchen Lab is directly north of the wall labeled Emerald Guardians] on the Emerald level. Once you have closed the northern pit and killed the Stone Golems, a pad directly north of that pit will open a wall to the north-east and release some Stone Salimanders. Getting one of the Stone Salimanders to "hold" the wall open is the trick to entering that hallway.
Once you enter the hallway to the Lab you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
The Quest to Find The Cursed Armoury
To get to the Cursed Armory, you must have completed to Soap and Water puzzle in Soap Room. Once you have complete the puzzle a wall in the blocking the stairs to the Darkness Chamber will open on North-Western edge of the Soap Room. The Darkness Chamber will cause all light sources to quickly fail. It is possible to temporarily (extremely) override the darkness if a Champion, wearing a Gem of Ages, repeatedly casts the light spell <runes>FUL</runes. A second Champion, wearing The Shining, will enhance this effect. There are no monsters in this area so you can safely sleep to regain Mana when needed. Three steps south of the stairs is a locked doorway requiring a Solid key to open it. The Solid key can be found in a alcove in the mid-southern end of the Chamber. Once you have the key you can open the door and descend the stairs. Once you go down the stairs, step up to the closed door, face south and you will be at the closed entrance to the Cursed Armoury.
You have now completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
The Quest for The Coral Poleyn
The stairs at the South-East corner of the Soap Room lead to Aquantana. Aquantana is completely under water so you'll need to often return to the stairs to the Soap Room for air. Lurking in this flooded maze is the Coral Crab which will drop the Coral Poleyn when you kill it.
Once you pick up the Coral Poleyn you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
The Quest for the Burning Whip of the Balrog
The Quest for the Burning Whip of the Balrog takes place is Moria and pays homage both books and movies of J. R. Tolkien. If you have read the books or have seen the movies that you already know what you need to do. For those who haven't, Moria was is the name given to the Dwarven underground cities underneath the central Misty Mountains in Tolkien's Middle Earth. The Dwarves while mining beneath Mount Barazinbar broke into a cavern that contained the hibernating Balrog. That Balrog latter killed or drove out all the Dwarves from Moria and allowing it to be infested with Orcs and Goblins.
There are many entrances to the Old Path to Moria.
Once you have reached Moria, passed through the First and Twenty Hall and entered into the Tomb of Balin, you will find a Sapphire key. Return to the Hall and go west pasr a wall that reads "Westgate" into Mirrormere where you will need to defeat a Waterspirit and some Black Flames, so you'll need to be able to fight Summoned Elementals. At the south eastern edge of this area is a false wall that leads to the Hollin Gate. Open the Hollin Gate with the Sapphire Key. You can finish this area now or later, but the main entrance to the rest of Moria will consume the Sapphire Key, so it was necessary to open this door before hand. Going back to the eastern edge of the First and Twenty Hall is the lock for the Sapphire Key. Behind this door is The Bridge of Khazad-dûm]. Now that the door is open return to the Tomb of Balin and in the south west corner of the room is a skeleton and a pit. If you drop the skeleton in the pit or enter the pit you alert Orcs and the Balrog to your location. At this point you need to make your way to the Bridge as the Balrog is unstoppable and can only be defeated there. If you've dropped the skeleton, you can either fight the Orcs and avoid the Balrog till you can get to the Bridge or you can jump down the pit. If you've jumped down the pit, jump down the next pit and you will be in the middle of Moria Level Four on the password scroll maps for Moria. Go east 2 squares, north 4, west 2, then go up stairs three times and follow the path to stairs going down. Go west. To the south is The Bridge of Khazad-dûm where you will see two pads separated by a square surrounded by pits. The idea is to lure the Balrog to that square which your Party stands on the northern pad. If you've fought you way here there will be no need to clear out the Orcs that might precede the Balrog to this spot. If you successfully maneuver the Balrog to this square and stand on the northern pad, a message will appear stating: "Thou Shall Not Pass" and the floor will open underneath the Balrog dropping him to Moria Level Four and killing him. You will find the Balrog's sword and whip just before the stairs to the Hot Springs where you might have fought Golum or will if you haven't.
Once you pick up the Burning Whip of the Balrog you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 3 points towards the Competition.
The Quest to Kill the Mothers of the Egg Chamber
At the north end of The Dwarven Obituary Hall are two sets of stairs. The northern stairway is the top of the Stairs_of_Ashes and the southern stairway leads to the north-east corner of the Spiders level.
Go down the southern stairs, proceed south to the wall and then step right. You should see a small button that opens the Egg Chamber. Upon entering the Chamber you will see two amalgams. Standing next to each amalgam will summon a Mother Red Scorpion.
Once you kill the second Mother you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest to Kill Xanathar
Xanathar is the undisputed evil controller of the Apprentice Level and killing him won't be easy. The entrance to this level is located on the Emerald Level. Inside Apprentice Room is a lever that when pulled will activate a teleporter to the Apprentice Level. The first room of this level is the Soap Room.
The first time you enter the Soap room, the floor will be covered with red footprints which you will need to clean. Pressing an eye switch near the entrance will tell you, "Xanathar is watching you" and you'll be told to keep washing. To clean the floor, go to any fountain in the room and click on it. You'll get a message stating, "View Spell Granted. Soap And Water". Stand on any red floor and cast (LO VI EW). Repeat until all the red floors are replace with green ones, and then press the eye switch again. If you have completed the puzzle a door will open near the entrance revealing an alcove with a Corbum and a scroll that will unlock the "Energize Dead Spores" spell. Another wall to the NW will open and allow you deeper access to the Apprentice Level.
In this new area will be stairs leading down to Darkness Chamber and a passage West to a Zoom path. Along the Zoom path are five areas you can explore to find 4 Keys of B. Once you have all four keys enter the NW chamber where you found Chest B Key and head East into the Vortex. Keep heading East then South to Mindflayers. After defeating the Mindflayers, you will find a bag here with a Solid Key. This key will open the door to a room with two pits and a Fire Demon behind one of the pits. Killing the Demon will close the pit in front of it. Press the button labeled "Door" and go West then press the button to close the wall behind you. Throw any object East to open the iron gate to the North.
In this next room you will find 9 Stone Golems behind pits to the North and an alcove with coins to the South. Taking the coins will close some of the pits, so be prepared to fight. Once the attacking Golems are killed a door to the South will open allowing you access to Xanathar's outer entryway and the Soap Room. Press the button on the Eastern wall, kill the beholder, and keep going south to enter Xanathar's Lair. Xanathar's Lair is tricky in that each step will turn you in different directions.
Once you kill Xanathar you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 10 points towards the Competition.
The Quest to Save The Besieged Town
Hordes of Goblins, Orcs and Great Orcs, Minotaurs, Deth Knights and Unholy Knights have laid siege to the peaceful City of Lealith. When you arrive from the Altar of the Assault in Blackcrypt the enemy has not yet breached the walls so you may explore all buildings except the Library.
When you enter the Library you will need to bash or use Fireball/Thunder to open the two eastern doors. Behind the second door are the remaining inhabitants of Lealith. They will beg you to save them from the impending attack. By entering this area, you also trigger the collapse of the walls. While only one Lord Grey blocks access to the exit, killing him will prevent you from getting the Challenge point. Instead return to the city center and head north until you encounter creatures. Try to take them on one at a time if you can by retreating to the south. You will also need to defeat the Sorcerer leading the Assault who carries a Zo Potion. After you have killed all the invaders and take the Zo Potion and stand on the corpse marker, then return to the inhabitants in the Library.
If you have killed all the invaders, they will call you their savior, the path to the exit will be open and the City Leader will give your party a free Blessing. You will have completed this quest when you receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
The Quest to Survive the Trial
You will need to have opened The Barracks to access the Trial. Clicking on the Council Guard on the South-West end of the Barracks will transport you to the Great Tribunal.
Take all objects out of your Party's hands before clicking.
Use the "examine" action on the Lord Greys at the Great Tribunal to see what trey have to say about your Party. They will find you probably guilty and send you Trial by Items. Here you will find a bag with a Sceptre of Lyf, a Glaive, a Crown of Pride and some scrolls detailing how to chose between the items and place the "wrong" items in the alcove. Once you have chosen and placed the "wrong" items in the alcove, pull the lever and enter the pit.
Put the Crown and Glaive in the alcove.
If you have chosen poorly, you will be sent to The Hells where you will most likely die. If, however, you have chosen wisely, you will be send to Trial by Dust. On each wall are eight holes and a riddle, and in the center of the room is a pillar with an alcove for each wall. Clicking on the correct hole will give you ashes that you will need to put in the alcove.
Two contiguous holes cannot be both with effect or both without. Show text
0 0 0 0 X 0 0 0
Where X is the correct hole.
The last hole is not useless. Show text
X 0 0 0 0 0 0 0
Where X is the correct hole.
The lethal one is to the right of the good one. Show text
0 0 0 0 0 0 X 0
Where X is the correct hole.
If the first hole is useless, the next one won't help. Show text
0 0 X 0 0 0 0 0
Where X is the correct hole.
Once you have solved each riddle and placed the correct "Dust of Freedom" in their alcoves, a pit will open. Dropping into the pit will bring you to the innocence chamber which has two alcoves, one of which contains a Guild Item of each guild and a "Certificate of Innocence" scroll. Once you pick up the scroll, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest to Kill all the Council Members.
The Council is protected by magical defenses which will not allow you to bring any rings, winds, or magic purses into their chamber. You can either store them some place of your choosing or pick them up later in The Barracks.
Go to the Emerald_Level and head towards Apprentice Room. Go West past the Apprentice Room, then South, and then East until you get a message stating that you are, "Standing on a Big X". There are 5 doors blocking your way East. If your party's fireshield can withstand a (MON FUL KATH) keep going East, otherwise step on square South
and watch the fireball go East. Repeat this until all doors are destroyed, then run East down the hall then Go North. To the West is a pit that you will need to drop down into. Follow the path West dropping any winds, purses and rings at each barrier. The drop down into The Council. Kill the Vexirks first as the Grey Lords are immobile. </spoilers>
Once you kill the last member of the Council, you can use the six keys to open the doors of the the Council Chamber. The blue button on the south-western wall will close a pit to the South-Eastern exit. Once you step into this area before the stairs, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 10 points towards the Competition.
After you kill the Council, additional items will appear in the Phasing Shower.
The Quest to Ransack The White Chambers of the Council
You will need a Turquoise key to open the door to The White Chambers of the Council and plasmas ( (ZO KATH RA)) to open or close all subsequent doors in the Chambers. Show text
The main hallway is separated by pads leading to a short Western entryways to each square Chamber and by Ra doors blocking access to the North. Stepping on the pads activates poison blob shooters at the Northern and Southern ends of the hallway and will transport you down the entryway to each Chamber if you stay on the pad. Use a plasma to close the Ra door to the South to block the shooter, so you can recover from poisoning before tackling the first Chamber. Each White Chamber is guarded by a Lord Order and a varying number or Vexirk and/or Efreet bodyguards. Once you clear out each Chamber you can remove each piece of the Holy Armour and a gem from an alcove at the south-western end of the room. Be warned that each alcove is trapped with a temporary blindness spell and an elemental summoning spell that will gate in Efreets to attack your Party. Use a plasma to open the next Ra door to the North to ransack the next Chamber.
Once you pick the last piece of the Holy Armour, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 5 points towards the Competition.
The Quest to Free the Leader of the Council and Kill the Traitor
To start this Quest, you must have defeated the Chamberlain to gain access to Chambers of the Council.
Use lock picks to open the door here and climb up the ladder, go down the hall and down the stairs. When you arrive at the top you will find a room with an large obelisk blocking a small room. The pit next to the obelisk is Pit D. In the room behind the obelisk is the Traitor, Solune. Standing directly West of the obelisk, you will be able to see the blue button on a wall to the West that controls the lowering of the obelisk and releasing the Solune. Before releasing him however, it's easier if you ignore him for now and clear out the bottom of staircase as this is the only way out afterwards. The passageways in this area essentially create a winding staircase around Pit D. At the bottom of the stairs you will enter a flooded area guarded by a Stone Dragon you need to kill to get its Onyx Key. This key will open the door to the north that will lead up to the Stairs of Ashes. Now that the path is clear, go back up the stairs to the blue button and release the Traitor. In the room that was containing Solune, on the East wall is a sun painting with a button. Press this button to close Pit D on this level. It helps to have the Horn of Fright or the Branch of Fear and Courage now as the goal is to get the Traitor to stand on the closed pit and use the button to open it up under him. Solune is Immortal and can only be killed in this manner. Once he falls to his death you can go back down to the bottom of the stairs to the flooded area where you will find the Solune's bones, a Cerberus, cape, and an Orange Power Gem. Caution: Once you pick up the Power Gem you are locked into a single path of action. After picking up the gem all paths except the Stairs of Ashes are closed and locked and all teleporters suspended. At the top of the stairs in the Crypt you'll attract the attention of Vecna, who's not happy to see the Power Gem. Vecna will summon a host of undead creatures that you will need to defeat as well as Lich, herself. The gem hold for the Power Gem is located South and once you put the gem in the hole all closed paths reopen. Going South into the newly opened area you will find a pad in front of a pit and a closed iron door in the distance. Take a boulder from the pile and bring "new lifes for old stones ones" by placing it on the pad to summon a Stone Golem. If you can get the Stone Golem to stand on the pad, the iron door to the South will open. Go down the stairs and kill the Red Scorpion guarding the Throbins Doors. Throbins was a master of plasma so cast (ZO KATH RA) and throw the plasma a each of the doors until they are all open. Proceed down the hall but do not descend the stairs unless you want to end the game.
Once you step on the threshold of the last door you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 10 points towards the Competition.
The Quest to Recover the Crown of Kings from the Archmaster of Mampang
The stairs to The Tower of Mampang can be access either through Dragon's Lair or the back door in to Moria and is just North of Thirst For Death.
Up the stairs in an area guarded by the Immortal God of Venom, Morthranpax, a Scorpion that can launch a continuous stream of poison blobs. Since Morthranpax is immortal, go East then North to a pit. Cast (DES GOR DAIN) to open the RA door to the West and then ready the same spell again. Once the door is open cast a fireball ( (FUL KATH) to the West to attack Morthranpax's attention. Once Morthranpax is on the other side of the pit, run South, West through the doors, and then North. As soon as you reach the North end of the hall cast (DES GOR DAIN) East. If you did this right, Morthranpax will be captive behind the RA door and you will be able to go up the stairs to the Tower of Loops.
The Tower of Loops a series of near identical square hallways with stairs at each end. For reference, the bottom level of the tower contains a pit. Follow the path to the top where you will find a level and get a message stating, "Tarry Not". After pulling the level, you have a limited time to descend down the tower until you find a wall stating "Loop Back". If you time it right you should be able to step back twice the move North into a square that was a wall. On the North wall will be a message, "Go Around the Corner". Go around the corner to the North to find an alcove to the West with an Iron Key and a button on the South wall. Pressing the button will open an alcove with a square key. Go back South and continue to descend the tower until you come to a lock that can be opened with the square key. When you go back up the tower you will find the entrance to the Tower of Doors. Go South till you reach a set of stairs on the Eastern wall, then go up. Once up the stairs take the first passage East and then North to another set stairs. Follow the passage South to stairs going down. Keep taking the stairs going down until you reach the bottom, then go North where another set of stairs ascends to Tower of Pits.
The Tower of Pits consists of four floors of randomly opening and closing pits. At the top of this tower is the Winged Key that is needed to access the true Tower of Mampang. Once you have this key, proceed back to the Tower of Loops and drop down the poison pit to Morpanthax's Lair.
Go back up the stairs, but stop before stepping on the pad and wait. After a few seconds, writing will appear on the North wall. Immediately go up and enter the Tower of Lightning. Defeat the Wizard's of Mampang (vexirks) and proceed South through the fake wall into The Path Between. The stairs at the end of the path lead down to the Ground Floor of the Tower of Mampang.
The Winged Key will open the door here, but beware of the Materializers and Grell that guard this floor. A small button on the South wall of a pillar here will deactivate the blocking transporter that starts after entering the door. Proceed up to the first floor and kill the Black Flame and Beholders blocking access to "Cloud My Sight".
Cast (OH VEN) to open the RA door and then go up the stairs to the Hydra Nest. Defeat all 9 heads of the Hydra then throw the lever at the end of the hall to regain access to the stairs. Go down the stairs and the go back up to the true second floor. Proceed up the stairs to the third floor and the up to the fourth floor. Here you will find the Archimage Observatory and the Archmaster inside. The Archmaster will drop the Crown of Kings when defeated.
Once you pick up the Crown of Kings you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added 10 points towards the Competition.
The Quest to Get the Scorching Silk Whip
The Scorching Silk Whip is located in Nest of the Spiders. The Treasure location spell (OH IR ROS) will lead you right to the nest. Starting from A Path of Light Among the Darkness take the first passage South and continue going South past the stairs that lead to the hidden entrance to Officers' Canteen then East and you will have entered Spiders' lair. At the end of the hallway is Nest of the Spiders. After defeating the spiders the Scorching Silk Whip can be taken from the amalgam on the Eastern wall.
</spoilers> Once you pick up the Scorching Silk Whip, you will have completed this quest, receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition.
The Quest to Meet Lich Vecna
<spoiler> Vecna can be found at the end of the Hall of Deads on the Crypt level. Once you step into the Hall of Dead, your Champions will be slowly dragged to the end of the hall where Vecna stands. Once your party reaches Vecna, you will receive a message stating: "This feat will be remembered.", and the Competition scroll will show an added point towards the Competition. Try and grab the items from the alcoves before you are blinded and then run away to the North. Once you get away, Vecna will curse you and all your items not in a bag. Head to the Iron Temple for a cure.
Champion Item Quests
Many Champions in Conflux have their own unique quests. When these quests are completed, an updated message can be viewed via the unique Emerald(see the Emerald of Fate's entry in Misc) obtained through The Oracle. For the minor Champions, the quest revolves around an obtaining an item unique to that Champion. Guild leaders also have items specific to them, but they do not alter the Emerald response.
|Boris Wizard of Baldor||-||-|
|Chani Sayyadina Sihaya||Leviathon||See the Leviathon's entry in Weapons and Shields.|
|Elija Lion of Yaitopya||-||-|
|Gando Thurfoot||The Gift of Tamiel.||See The Gift of Tamiel's entry in Misc.|
|Gothmog||Wizard Wand.||See the Wizard Wand's entry in Weapons and Shields.|
|Halk||The Darc Armor||See entries for Mask of Terror, Hell Plate, Runic Greaves, and Demon Poleyn in Armor|
|Hawk the Fearless||-||-|
|Hisssa Lizar of Makan||-||-|
|Iaido Ruyito Chiburi||Lock picks.||See the Lock picks' entry in Misc.|
|Leyla||Crystal Blade.||See the Crystal Blade's entry in Weapons and Shields.|
|Leif the Valiant||-||-|
|Mophus||Complete set of Holy Armor||See entries for Divine Mask, Heaven Plate, Holy Greaves, and Angel Poleyn in Armor and the Shield of Lyte entry in Weapons and Shields.|
|Nabi the Prophet||NETA shield||See the NETA shield's entry in Weapons and shields.|
|Sonja She Devil||Leviathon||See Leviathon's entry in Weapons and shields.|
|Stamm Bladecaster||Shield of Darc||-|
|Syra Child of Nature||Pendant Feral||See the Pendant Feral's entry in Misc Unique.|
|Tiggy Tamal||The Hellion||See The Hellion's entry in Misc Unique.|
|Wu Tse son of Heaven||Caliburn||See the Caliburn's entry in Weapons and shields.|
|Wuuf the Bika||Beobow.||See the Beobow's entry in Weapons and shields.|
|Zed Duke of Banville||Horn of Fright||See Horn of Fright's entry in Misc Unique.|
Guild Leader Quests
The Guild leader quests encompass a portion of Conflux known as the Competition. 15 points are awarded for the completion of each of their quests, and a choice to end the game unique to that Guild leader. This ending is not mandatory, and if you choose to, this action will prevent you from gathering the maximum number of point for the Competition(currently 190).
- Each Guild leader's quest begins on a specific level in Conflux located between the Emerald Level and the Dragon's Lair.
- Each Guild leader must be present in the party to open their respective door.
- In order to complete all four quests it is necessary to completely "unlock" the Guildhall with an initial single champion.
- The possible choices are:
- It is technically possible to start with a single member of The Maleficent Guild, but this requires an extreme level of mastery of Conflux and is therefore recommended only for Experts.
- The possible choices are:
- The door providing access to the stairs containing the doors of each Guild Leader's Quest requires a full party of four champions.
- Finally, It is recommend that you complete the other Competition quests before attempting the Guild Leader Quests.
Quest of Gothmog.
Gothmog's quest begins at the door to NETA: Quest of Gothmog level and is to "Take the control over the legion of Balrogs." This quest has two unique disadvantages and it is therefore recommended that you complete this Guild Leader Quest last, just before the Quest for the Funreal Mace, for reasons which will be given bellow.
The Quest of Gothmog is an homage to DM, assemble the firestaff, or in Conflux's case claim the Wizard Wand and assemble the Sorcerer Wand. There is no one way to complete this Quest, just a simple set of conditions to satisfy and some consequences. Clearing Gothmog's level is fairly straight forward. Head East from the entrance till the first Southern passage. You can go South from here until you reach an alcove with 4 KATH vinegars (MON Vitriol). Head East as far as possible without going South into any large rooms. At the of a dead-end passage will be a square with rams heads on three walls with a switch above the middle rams head. Press this switch then head NW until you reach the first passage South. Go South into the large room and be prepared for munchers spawning with each step. Go East aiming for the stairs. Go South and fight through the Oitu and Efreets until you kill the Black Flame and take the RA key from the alcove behind it. From here you can clear out the rest of this level or come back here afterwards. Returning NW to the stairs, defeat the Cancerberus at the top of the stairs the head down to Home_of_the_Balrogs and open the door with the RA key. At the North end of the passage is closed iron door to the West. If you open this door you will get fast access to the Guildhall, but you will never be able to use the central water fountain of the Guildhall again. After clearing the area of Fire Demons and Lemurs, you can proceed to the next stage of the Quest, obtaining the Wizard Wand. The only problem is that the wand is in Inferno. To get there we need to go through Moria. If you opened the back door to Moria, you can return to the entrance to the level and proceed down to Dragon's Lair and into Moria, otherwise you'll need to take Old_Path_To_Moria. From the bottom level of Moria, head to the area where you fought Golum and proceed down into Hot Springs. Keep going down stairs, defeat the Dragon Lich and proceed down to Ye Old King Under The Mountain. On this level are a series of buttons and switches that must be used. Each will either open a door to a new switch or ultimately open a passage North of your entry to this level. Once this passage is open a Great Minotaur will be released into the area. Defeat it and head towards the stairs down.
Caution: Once you descend these stairs you party will be subject to vision changes. (MON) level light spells will peak and immediately slightly dim. This is a permanent condition of the game from now on.
Go down the sets of stairs until you reach a room with a pit. Drop down into the pit and into Inferno. At the center of this level, South and West of your entry point is an alcove with the cursed Wizard Wand. After obtaining the wand take the stairs directly NE of the alcove. Keep going up the stairs until they end at a pit. Keep dropping down into the pit and proceed along the next passage to another pit. You know that you have made it to the last pit when you see stairs going back up to Ye Old King Under The Mountain. Take the wand to the Iron Temple to be uncursed. The Future Machine is directly NE of where you stand to get the EE blessing. If you've already cleared Gothmog's level and If you opened the gate linking the the Guildhall to Home_of_the_Balrogs then you might want to transfer the Competition Scroll and Serum flask to Gothmog and have all other champions drop all of their gear in the Future Machine.
Go back to Home_of_the_Balrogs and proceed to the power gem. Unlike the power gem of DM, this one wants lives. Kill all members of your party except Gothmog (heal him as you go). Placing the bones of other champions in the locks until you can access the gem. Once you have the Sorcerer Wand completed, if you are carrying the Competition Scroll, you will receive a message stating, "This feat will be remembered" and you will receive 15 points towards the Competition.
Proceed back to the Future Machine and bring three sets of bones. Once inside the Future Machine, you will see four alcoves, each with a set of bones and a Champions name on the alcove. One at a time, take the bones from the alcove and replace them with one of the set you brought. Take the bones to the (VI GOR) altar and resurrect your Champion. Repeat for the rest of your Party. At the end of the hallway a wall will open and a teleporter will accessible. This teleporter leads to Gothmog's game ending.
If you do not take Gothmog's ending, the Emerald of Fate will display "Luck has abandoned you." This Quest has now been completed.
Quest of Halk.
Halk's quest begins at the door to the KU level and is to "Find a Cure for the Curse of the Darc Armour." You must have all four pieces of the Darc Armour to complete this Quest, so it will be necessary to gather them if you haven't already. (See The Darc Armour) Once you have all four pieces proceed down the Stair of Ashes to the KU level, the last doorway to the South before you reach the Dragon's Lair.
Once your party with Halk faces South, the door to the KU level will open. The first trial is The Charge of The Berzerker. Here you will need to defeat at least 3 Red Scorpions, some Hellhounds, Golem and 2 Deth Knights in succession to gain access to the door at the Southern end of this hallway. To perform the Charge, from the entrance step East. A Red Scorpion will spawn and attack from the West and a Hell Hound will spawn in the corridor to the South. You can either fight the Red Scorpion or use a poison spell to encourage it to occupy the square South of your Party. Any Creature that steps on that square will be forced into the corridor to the South and push any other Creature(s) in the corridor South one square. As you move South along the corridor Creatures will be pushed South and passages to the West will open. Wait for any Creatures to exit the passage before proceeding South. At the end of the corridor it a pit. If you make the the Charge correctly, you will be able to push all Creatures into the pit.
Proceed South and East until you see a Chaos Face on a wall to the East. Click on the Face and then go North to the next Eastern passage to click on another Chaos Face on the Southern wall. South of here are the EE Doors.
Once through the first set of doors, bash the door to the East. Going East leads to a second set of doors to the North. The third door to the North can be bashed. At the far North end of this corridor behind two Deth Knights is another Chaos Face that you will need to press. Once you defeat the Deth Knights proceed East to the wall with a Skeleton Key Lock. The lock opens the RA Door to the North. To get the key, you'll need to go South down the stairs to The Arena.
The Arena is initially filled with Guards and a few Badvishnus. The Guards are not much of a threat, but the Badvishnus are fast and highly poisonous. From the stairs, clear out the room and proceed West. A second door can be found at the Northwest corner of this room. Clear out the room and then go West. This is the last of the big rooms filled with Guards. Clear it out then go South, through a closed Iron door. After killing the badvishnus and Guards continue South to the last room of the Arena. At the Southwest corner of this room is an alcove with a Skeleton Key. Take the key and return to the stairs. You'll face Knights as you try to exit, but fireball and other spells can defeat them. Once back up the stairs, use the Skeleton Key to open the RA door and proceed North. To the West is the last Chaos Face you need to press. Press it and then proceed North, East, South, East and finally North to a RA Door with an Eye Switch on the Western wall. If you have all four pieces of the Darc Armour with you, standing next to the Eye Switch will open the RA door. To the Northeast is the entrance to the Hellforges of Darkness. You'll need another Skeleton Key to open this door, so proceed North, West, then North again. Taking the first passage to the West will open a secret entry near the entrance of the level. Instead continue North and the West. At the end of this passage way you will find 4 Deth Knights that when killed will drop a Skeleton Key. A Red Scorpion will spawn behind the Party after steeping on the firepit that removes the blocking wall in front of the Deth Knights.
Behind the the door to the Hellforges, you will find one of each type of Stone Golem, but if you have click on all of the Chaos Faces, a short cut will be open one the South wall of the first room. Proceed South and kill the Black Flame and the next Stone Golem in the room to the South. Another Black Flame blocks access to the East, where you will find the last Stone Golem, a power Golem, that will drop a Power Gem. A forcefield will block the Party's access back to the entrance to the level once you pick up the gem. Kill another Black Flame and go North to The Hellpit Guardian Of The Void Pit. Cast (ZO EW) to eliminate all the Black Flames here. Once all the Black Flames are gone, throw each piece of the Darc Armor into the Hellpit. After the last piece is thrown, if you are carrying the Competition Scroll, you will receive a message stating, "This feat will be remembered" and you will receive 15 points towards the Competition.
Unfortunately, the destruction of the Darc Armour will throw your Party back in time to Alchemy Lab of the Hellforge. The Alchemy Lab is almost identical to the area on the KU level except that a blue haze surrounds everything and instead of the Hellpit to the North stands the Spirit of the Darc Armour. The Spirit of the Darc Armour, a Cobalt Knight is initially invulnerable to attack and its attacks will cause darkness, slow the party and drain Vitality from the Champions in the front row.
The scrolls gathered in the KU level Hellforges describe the triple enchantment that needs to be broken to defeat the Armour. The scrolls and books in this area give the history of the Armour and hint at its destruction. Two scrolls, in particular, describe the only know solvent for Adamantium, Vitriol. A Vitriol Kath Vinegar can be found among the Kath Vinegars on the Guilds level and in an alcove in NETA: Quest of Gothmog.
To defeat the Spirit of the Darc Armour, first throw the Vitriol at the Cobalt Knight to dissolve its Adamantium coating. While weapons will now harm the Spirit, you don't want to be hit. When the Cobalt Knight is finally defeated, it will release the Smoke Demon. Switch to Vorple Blades to defeat the Smoke Demon and a teleporter back to the "present" KU level will activate in the square just East of your starting position. There's a ton of treasure here, but you can only take what you can carry and you can never return here.
Collect what you want and enter the teleporter. You now have two choices, if you are taking Halk's unique ending click on the first Eye Switch on the Western wall. This will close off the elevator and stairs on the Guilds level from the main Guild Hall, so don't click here accidentally. Go through the teleporter and Halk's ending can be found at the End of the Fighter's Guild where you added Halk to your Party. Placing the Power Gem in the amalgam here will end the game. Otherwise, you must use the Power Gem to re-open the way to Moria. You will be dropped into the First and Twenty Hall in Moria and will have completed Halk's Quest.
If you do not take Halk's ending, the Emerald of Fate will display "Your Fate is Undecided."
Quest of Leyla.
Leyla's quest begins at the door to the ROS level and is to "Collect the Three Relics of Power." This is the easiest of the four Guild Leader Quests, but it also has two major hazards.
The Reliquary encompasses the majority of this level and is a winding an twisted maze of traps and pits. Doors and pits open and close randomly at all times, often forcing your party to wait to gain access to other areas. In addition, the level is infested with a never ending onslaught of Munchers and Wasps. The main hazard for this level, however, is the Black Smoke, which will actively follow and continuously drain Stamina from all members of the Party. This also has the side effect of draining Food and Water levels. Use pits and teleporters to temporarily escape from its effects or trap it behind a monster barrier. The second hazard can also be found on the Apprentice Level, Tentacles. Tentacles often block the quickest routes and treasures.
At the entrance to the level are two paths. The first is directly South into a teleporter and the second goes east through a winding passage that eventually leads to an gateway just Northeast of the teleporter's destination. This gateway has doors in all four directions and each door will open when the party faces it. The western black door can be bashed. Many of the teleporters on this level will bring you back to this entrance. Going West from the gateway you will reach a pit, which will open and close randomly. Go South once the pit closes and then take any of the three paths going east. The first passage will take you to a pit and a closed door to the South. You'll need to wait for the wall behind this door to open before you can pass through it an travel further east.
The second passage, to the South, is blocked by a wall that will randomly open and close, while the third passage is blocked by doors requiring an Iron Key and a Gold Key. These keys can be found in one of the numerous bags in the alcoves in the level in the unlikely event that you do not have one of each of them. After opening the door proceed North to reach the room that can be accessed via the second passage. Manacles on the Southwestern wall will close a pit to the North, which will bring you to the room accessible from the first eastern passage. From here you will need to wait until passages to the East open. Going East you will reach an alcove with a scroll stating, "Take from me, I am bigger, Give me, I am fulfilled" and a pit to the South. West of the pit is a blue button on the South wall. Press the button and then drop a bag in the pit and it will close the pit and allow you to access a ladder. Go up the ladder and kill the Stone Golem blocking access to a second ladder to the North. Proceeding down the ladder will bring you the main artifact vault.
To the South is a teleporter to Forbidden Relics and to the North is Artifacts of Truth and Lies and The Immortal. The Immortal takes the form of an unkillable Rive, but is not really much of a threat and can be avoided while you collect the Three Relics of Power. There are a total of six Relics here, each in its own alcove. If you try to collect a false Relic, a pit will open beneath your party. The true relics are a pair of Elven Boots in the northern most alcove on the Eastern wall, a Flamebain eastern most alcove on the Northern wall, and a Dexhelm in the Southern most alcove on the Western wall. They can be collected in any order. Once you pick up the last of the three Relics you will have completed this quest and receive a message stating, "This feat will be remembered."
Upon completion of this quest, if you are using the Competition scroll, you will receive 15 points and the Emerald of Fate will display "Fortune Is Smiling To You" to Leyla.
Leyla's unique ending can be found in the North-Eastern corner of this room.
Quest of Mophus.
Mophus's quest begins at the door to the DAIN level and is to "Banish the Hordes of Demons from our Plane and Return." This quest provides some unique bonuses and is therefore recommended to be completed first or after Leyla's. Completing Leyla's Quest before this one will give your Party access to the Strong Quick And Rich puzzle where you can acquire another Vorple Blade. While it really isn't necessary to have more than two Vorple Blades, your Party will be fighting many Summoned Elementals.
After Mophus opens the door to the proceed South into The Oven and immediately go East and up the stairs. Here you will be tasked with killing the Queen of the Munchers for her backbone (A unique Vorple Blade, see entry in Vorple Blade for more information).
You will see a closed Black door to the East. This door will need to be opened with a Square Key later in this Quest. Kill the Queen and take the Vorple Blade she drops. Each member of your Party should now have a Vorple Blade or at least three. If you haven't done Leyla's quest, you can also use the Weapon Replicator to duplicate another Vorple Blade.
Return to the stairs and back to The Oven, you'll also want to cast Fireshield before proceeding South. The Oven is filled with Black Flames, Rives and even bizarrely Water Elementals and a Lemur. You will also find a Lao Tzu Monk here that you need to kill to obtain his large collection of RA Keys and a Master Key. Go South and use the Master key to gain access to Gateways Out Of This World. Once you open this door, the fireball launchers on this level will activate, so have your Fireshields up. East of the launcher is the first gateway on the Southern wall and anther launcher further East. You are safe from the launchers in this area, but you may encounter a Rive or two triggered from your passage through The Oven. Open the door to the South with a RA Key. Behind the door is an eye switch, that when pressed will transport you to The Elemental Plane of Fire, so renew your fireshield if necessary. Only real Gateways will accept a RA key and it's recommended that you save before entering any of the Gateways.
The Elemental Plane of Fire is filled with Black Flames and Willowisps, but most importantly the Spirits of Fire. Having four Vorple Blades will come in handy in case you are surrounded. The Spirits of Fire take the form of four Efreets, which when killed will drop a unique Ruby (The Essence of Fire, see its entry in Ruby for more information). Once you pick up this gem you will be transported back to the Gateways. This is a safe area to rest an recover Health and Mana between Gateways.
Renew you fireshield and proceed East. From the fireball launcher, the first Gateway on the Eastern wall will transport you to The Elemental Plane of Earth. The Elemental Plane of Earth is an ever shifting maze of rocky passages where you may encounter a Rockpile, Ruster, Stone Golems, and Munchers on you way to kill the Spirit of Earth, an Earth Elemental. You'll want to equip regular weapons here instead of Vorple Blades. Once you defeat the Earth Elemental it will drop a unique Chalcedony (The Essence of Earth, see its entry in Chalcedony for more information). Once you pick up this gem you will be transported back to the Gateways, so renew your fireshield if it has expired.
From the fireball launcher, the first Gateway to the North on the Western wall will transport you to the The Elemental Plane of Air. The Elemental Plane of Air is soon filled with Munchers and Zytazs, so you'll want to be quick here to find the Spirits of Air, four Rives. The Rives can be found somewhere to the North and when killed will drop a unique Sapphire ((The Essence of Air, see its entry in Sapphire for more information). Once you pick up this gem you will be transported back to the Gateways, so renew your fireshield if it has expired.
The next Gateway north of Air, is The Elemental Plane of Water. This Gateway will have grass/lichen on the floor in front of it. The Elemental Plane of Water will soon fill with Water Elementals, Coral Crabs, Munchers, Ghosts and Mudmen so you'll want to be quick here to reach the Spirit of Water, A Water Spirit somewhere to the South. There is also a current here that will try to move your party North. Once you defeat the Water Spirit, it will drop a unique Emerald ((The Essence of Water, see its entry in Emerald for more information). Once you pick up this gem you will be transported back to the Gateways, so renew your fireshield if it has expired.
Now that you have collected the four Elemental Essences, return South then West to go back to The Oven. The first door on the Western wall North of the fireball launcher will transport you to Techno. Welcome to the Starship! Remember this entry point, as it is the only way off the ship. Explore the ship and collect any items that you want before proceeding with the Quest as you will not be able to return here. At the center of the ship is a Cobalt Knight surrounded by closed RA doors that you need to defeat or evade. At the northern most room of this level is the bridge where you will find an Alien and it's eggs. There is also a red button here that you will need to press at some point.
At the Southern end of the ship are four reactors, each behind separate doors. The Western most reactor is surrounded by Triffids. Place each Essence gem in their amalgam south of the reactor. Once this is done and the red button on the bridge is pressed, the self-destruct sequence for the ship will start and the RA doors surrounding the Cobalt Knight will open. Quickly engage the Knight and obtain the unique Rapier (see its entry in Rapier for more information) on the floor. You now need to renew your fireshield and get back to your entry point and exit the ship before it explodes.
Once you are back in The Oven, go South then East and take the Square Key in the Alcove next to the fireball launcher. Now go North to the last Gateway on the Western wall just before the closed RA Door. This Gateway will take you to Dragon. Once there, you will now need a member of your Party to cast (DES) while holding the Rapier you obtained from the starship. This is the only weapon capable to defeating the "Steely Best" and it will also make quick work of any Reapers that harass you on this level. The Steel Sphinx has an incredible number of hit points, so this battle may take some time. Once you defeat the Steel Sphinx, it will drop three Winged Keys. You will find a teleporter back to the Gateways in the Southwest corner of the level (renew your fireshield!).
Once back in the Gateways, you can use one of your Winged Keys to open the RA door to the North, or backtrack through The Oven to the stairs to the Queen of the Munchers. Use the Square Key to open the door on the Eastern door and go down the stairs to The Rift of Chaos. Here you will need to defeat some Fire Demons before you can use a Winged Key to open the door to the East and a seconded Winged Key to open the door to the South.
Proceeding South brings you to an area where The Elemental Place of Water overlaps the DAIN level. Teleporters transport you in different sections of the room where you will find a corbum and a serpent staff. Eventually you will make your way to the south edge of the level where you will find the Everpouring Vial of Conflux, a cursed and unique waterskin (see the entry for the "Everpouring Vial of Conflux" in Misc Unique) for more information.
Once you pick up the waterskin, if you are using the Competition scroll, you will get a message stating "This feat will be remembered", and receive 15 points towards the Competition. When going West, you will be directed to a black hole, to the North, which will take you to the Council Leader and Mophus' ending or you can backtrack to entrance to the DAIN level and proceed as you wish. You have now completed Mophus' Quest and, once you have removed the curse from the Vial, you will have a waterskin that is always full. If you do not take Mophus' ending, the Emerald of Fate will display "Your Fate is Undecided" when Mophus examines it.
Maleficient Guild Quest
The Maleficient Guild is the guild of damned souls and their quest is get to Heaven. Starting at Guild level, their mirror is located behind a black flame. Stepping over the flame as a spirit will remove it and allow you access to the Maleficient Guilds mirror. The only difference between resurrenction and re-incarnation is that re-incarnation will allow you to rename the champions. Otherwise, all the members of the guild will be named "Curse of the Poltergiest." You need to resurrect or re-incarnate all four members of the guild in order to get the Bone Doll. The Bone Doll is the spiritual guide of damned souls, and it will sing when your party reaches certain places.
Once your party has all four members, the Bone Doll will appear in the alcove behind the Maleficient Guild's mirror along with a couple of scrolls and a cursed gaefusilfr. All Maleficient champions have 1 health point, 25 stamina, 0 mana and all stats are set to 1. This means that if you bump into a wall half your party will die. The first task is to get to a VI altar. The closest altar is in the Cellar next to the stairs to the Mildew area. When you reach the altar, save your game and them bump into one wall so that two of your champions are still alive. After you place their bones in the VI altar, you will find that their health will be increased to 25 and their stats can be increase to 4. The stat increase is random, so ideally you want stats of 4 in strength, dexterity, wisdom, and vitality, but anything above 1 is good. Repeat with all champions and then return to the Guild. Take the "moister" stairs down to the Sewers, but stop at the bottom of the stairs. Now use the 'pray' option of the Bone Doll and you will go up a Preist level and get mana. Repeat until you get the level restriction warning.
From here, you can play like a normal game of Conflux, but save often. Hit and run tactics are a necessity until you completly unlock the Guilds and get stat boosting equipment ( elven boots, night shadows, flamebain, dexhelms, elven acketon and mail). As you go through the dungeon, the Bone Doll will sing some of the lyrics to "Stairway to Heaven." As you unlock the guilds using the guild items (mace, shuriken, corbum, and monk staff) pray with the Bone Doll to grant your party Priest levels until you have enough mana to cast spells. When you reach Adept Priest, the Bone Doll will be able to 'banish' non-material beings.
The choice of when to finish the game is up to the individual, so when your party has enough experience, health and at least on Ice Wind, proceed to the Emerald Forest. When you reach the entry room to the Forest, select the 'eternity' eye switch. Proceed south and west. Blast spores, magic purses and ice winds can make this easier, but are not necessary. At the very south end of the Forest is a set to stairs going up. Go up and the Bone Doll will sing about a whispering wind. Place an Ice Wind on the floor to open a passage. The Bone Doll will sing here. The sing on the wall to the Northeast reads "The Right Pit". It refers to the pit South of the sign. Proceed to that pit and then climb down. Follow the stairs up until you reach see a wall close just as you step close to it. The painting on the East wall is missing a golder statue. Place the Bone Doll on the painting and the wall will open. Go up the stairs and keep going up until you get the ending message: "And so the stairs kept going up and up. It is said that you eventually reached heaven. And there you finally knew if the stores were all closed..."