Conflux III discussion thread - potential spoilers

Custom dungeons for CSBWin. Includes all Confux 2 and 3 discussions.

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beowuuf
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Post by beowuuf »

Yet later, other areas will seem like a cakewake - you get given weak champions to start with, it's advantageous t owork out where you can and can't adventure to start with :D

Avoid the temple (vexirks kill early players) and I guess the spider level. Below it is the crypt with lots of those black dressed guys - again, the right tool for the right job to do more damage to them!

The lich is hidden, you will know if you find her, as she says her name...plus you are most likely to die!

Save the slaves I have never completed it!" So good luck :D


Again, apart fro mthe audio clue i nthe zo spell, there is no audio clues. Many spells fail withotu the right component - if you PM me the spells you are querying, once I am back in Basingstoke at the start of next week I can check my list and see if I can give you some clues and hints
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Post by Sealtiel »

OK, I'll pm you a list of the specific spells I just can't seem to figure out what they do. 2 of them I got on my own, but there's still a few mysterious ones.

I've managed to kill quite a few of the vexirks in and around the temple area, but man are they hard. You really can't afford to mess up unless you like getting a fireball to the face. I find it odd how their lightning does so much less damage, though. I don't even usually bother to run if I see one of those coming.

I did find a floor with a ton of the black-dressed guys, but I can't remember how to get there off the top of my head. More importantly, there is this one room that just seriously steams my cheese. I get there by climbing down a pit (don't ask which one, I can't quite remember) but it's definitely a crypt-type area as there are some of the wall caskets as seen in the dwarven mines area. Anyways, there's poison clouds flying everywhere and a ton of floor switches.

Before I can really even try to get going anywhere, it seems like I'm swarmed by an impossible number of ghosts, skeletons, zombies (which can take a ton of punishment, by the way), and this one little thing that kinda looks like a grim reaper except it's levitating.

I'm fairly certain this area is intended for much, much later as there's simply no way to even get started in that place quite yet. Just the same, it bothers me knowing that it's there and I can't do anything about it. Guess I get to go train some more.

At least I figured out the stat-boosting potion spells. Running around with a str of over 200 is letting me kung-fu my way through most things that show up. I bet the look on the spider's face is priceless when I kiai strike it for 215 damage.

As for the lich, she sounds like fun. Is it possible to actually fight her, or is it one of those "if you see this, you're as good as dead" kinda things?
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Post by beowuuf »

The lich is fightable, but is tough

To do more damage than punching, repair a
Spoiler
mace or mace of order
and it should do you prouder

I'm not sure where you are gettign swarmed, I think you are comign form the dwarven halls fro mthe wrong direction, and so are getting bit hthe dwarven hall and crypt critters attacking you at once.

The poison does fly aroudn on that level, but only on the cross squares of that level, so you are standing in an unfortunate position


AS you only have two characters, then put them both on the back row. When a spell flies at you, spin out of the way left or right. Not as effective when two spell slingers are together, but should guarantee you that one is not an issue!
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Post by Sealtiel »

I've kept the second guy directly behind the first and used him as an archer. The offensive spells just don't seem to really do much damage, and arrows/projectiles are doing a great job. So when I see a spell come flying, I just turn backwards to dodge it if necessary. Obviously, that doesn't work if a missile comes from both sides; but in that case I'm dead anyways.

That really only seems to happen with those irritating goblins (are those things actually goblins by the food?) and the materializers. Then again, if there's anything that can possibly suck and be deadly; a materializer can do it. They may be the worst monsters in the game, I just always have the most trouble with them. Plus they look creepy.

I still haven't figured out how to repair stuff, either. I feel like it's something I should've done by this point, but I just find myself in the middle of a constant swarm of worms on that level. Those plus the flaming eyes are just problematic, especially since they never seem to stop coming. Maybe later I'll take another try at that level. By the way, those eyes make for some interesting food. I learned my lesson, but I really should've known better in the first place. Oh well, live & learn.
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Post by beowuuf »

Spoiler
Go back to the sewer, but be aware that you do indeed want to seek entrance to the dwarf forges
:D
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Post by MasterWuuf »

I was surprised at how many false walls are in Conflux 3.
One of the sections you mentioned may lead elsewhere,
simply by trying all the walls.
I leave ZO KATH RA doughballs at those spots. :lol:
(I'd sure like to cook a few of them up...might make tasty cookies)

I'm at a loss, trying to figure the weakness of the stone golems (gholems?).
I just bash away, waiting for them to yell 'uncle' and expire.
Face to face? I'd get my chin shoved over my forehead, I would. :shock:

Of course, I started out with four (Leif, Zed, Hawk, Hissssa).
One of them, I believe, was at least in the second area of a guild preference.
(probably the priest guild, but can't remember)

If I can eventually get to the point that I believe I might actually finish the game,
I might decide to 'break down' and start a fresh game, in hopes of getting 'good old' Wuuf in my pack.
We'll see. This game is a real challenge.
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Post by beowuuf »

I like wuuf's bow :D
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Post by MasterWuuf »

beowuuf wrote:I like wuuf's bow :D
Waaah! And I can't get it, can I? Can anyone besides Wuuf get that weapon?
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Post by beowuuf »

No, it's his bow

Though it's not for any mechanics reason
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Post by Sealtiel »

Yeah, Hawk and Hisssa require at least 1 item of the guild's respective type to get to. Hisssa at least seems worth it, his strength is through the roof. I recently went back & just browsed over the champions I have available to pick, should I choose to add to my roster.

I thought it was funny how some are pretty average, then there's random things like Azizi with a dex that is so high it's just silly. Syra's vitality concerns me. That girl must have the best diet & exercise regimen known to man. Go check it out sometime.

Anyways, I'll head back that way, beo. Haven't found a whole bunch of false walls, and none immediately spring to mind via the path you mentioned. Could it be a specific pit I've just overlooked? Several of those took me to the right area, just not quite what I was looking for.

Oh yeah, quick question. If I killed the Tree of Courage and Fear, did I mess up critically bad; or will I be ok?


Edit: I also tried what you mentioned with the hand-hole in the ninja's guild with the whole party. Didn't notice anything new. Is it hard to spot or maybe I'm just stupid?
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Post by beowuuf »

A champion's strength is sometimes not in his stats - sometimes his itesm, or other abilities, make them occasionally worthwhile

Yes, you are looking for a specific pit.
Spoiler
Look to a chain of three beside stairs in one of the quieter sewer areas, close to the fast flowing river
Killing the tree of fear and courage has done nothing bad I am aware of. I won't spoil the good thing that has happened you might have easily overlooked!

The hand in the ninja guild is finite, so you might have exhausted it when you first got to it. OR, the effect won't be as noticeable if touched with higher level ninjas
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Post by Sealtiel »

Haha, I know precisely where you're talking about. I'm about to go try that right now. Maybe I just overlooked the proper one & thought I had tried it.

So I didn't screw myself by killing that tree? Good. It was in the way and seemed like a good source of food and experience at the same time.

I think I found what is needed to solve the riddle by the hand, down by the laboratory you mentioned earlier. I'll head back to the sewers. The only things left where I am now is either a battalion of stone golems, a legion of spiders, a swarm of the goblins, and the insanely-annoying giggler room that I can't figure out to save my life. I'm going back to the sewers, at least I can kill stuff there. Plus, I'm out of emerald keys; so I'm doing no good down there as of now.

As always, thanks for the advice beo. You're a life-saver.


Edit: Finally found my way in, and I was right; just overlooked it. As usual, beo was absolutely right. Now that my weapons are fixed, I'm doing much better damage with weapons now. Although I'm so much higher level in ninja now, it may be better to stick with it. Oh well, I'm gonna go bash me some skeletons now.
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Post by MasterWuuf »

Glad you found the spot to fix your weapons. That'll help you have a Happy New Year, at least. :wink:
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Post by MasterWuuf »

I'm in a neat place now.

There's a grated door in front of me,
a green diamond-shaped button to my left,
and a horde of T-Rex dinosaur/dragons on the other side of that door.

Should I attempt to pet them? :lol:

Seriously...

I'm tossing poison clouds and acid blasts through the door.
Will either of these two spells damage the red/T-Rex dragons?

Getting here was fun...
A section that keeps turning everything pitch dark. :shock:

I'll probably have a real fun time, trying to get back to safety this time, huh? :?
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Post by Sealtiel »

Wow wuuf, a whole horde of dragons? Now that seems like a real party! In my personal experience, the offensive spells I've learned really don't damage anything. Poison Cloud is useful to make monsters get out of the way, and that's it.

Myself, I'm stuck in the crypt. I found Vecna, and had a wonderful time punching her in the face until I died. Oh well, it was worth it. It's pretty cruel Zyx, taunting me with a dexhelm like that down by the gold dragon. But at least I got a new spell that doesn't seem to do anything yet. I'll work on it.
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Post by Zyx »

Cruel, me? I will feast on your soul Nah, just challenging your mind and skills. And what's wrong with the dexhelm? Don't you like eat your flesh crush your bones Pain pain pain, err, dexhelms?
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Post by Sealtiel »

Haha, well done. I'm actually using it anyways, just using wisdom potions to keep myself up & taking it off when I rest. Sometimes I even take it off and throw it at random monsters. All around, a very useful little tool. The perpetual darkness is very bothersome, though.

I like how you made Vecna look. Is that a modified skeleton from EOTB? Oh, and just for the record; I despise the crypt. The kind of hate that makes me want to punch a nun in the uterus. Yeah, that kind. At least I'm out now, though. Safe & sound back up in the guild halls. Relatively speaking, anyways.
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Post by MasterWuuf »

So, will the poison cloud eventually kill any of those red dragons (DM type)?

I was going to throw some of the huge number of magic slayers I had in my inventory...

...oh no! They're all GONE! Waaahhhh!

I went and did the HOMER SIMPSON thing, just like the old days, and DM. :roll:

I must have made that save on slot #4, or something, and forgot to save it on slot #2.

Idiot, idiot, idiot. Now I'll have to find that room again, with all the floor switches that toss a seemingly unlimited number of magic slayers at me. :cry:

Let's all sing it together...

http://www.youtube.com/watch?v=4z3GCCY6AP0&NR=1

I also killed that row of stone golems, which didn't seem to acheive anything. :?

I thought that alcove was odd (A rather useless set of green clothing and a stone mushroom). I never figured why the floor occasionally dropped me down to the next floor, but managed to slop my way past that inconvenience.
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Post by Antman »

My 2 cents on a couple of those questions now I'm back home.

The differing spell messages is a bug I believe.

As for weapons, I think using a Mace is best until you find Druafang's weapon or something better, there's a page on the wiki on which I wrote a lot of information about weapons.

For the spiders, I often just throw them down the pits that open and close on that level, killing them instantly. I made a recording with the Maleficent guild in which I do that a lot.

The Crypt is an awful, terrible place but there is a lot of guild items there, you can use the doors, pits and teleporters to your advantage to seal of monsters and telefrag others, there are also a lot of fake walls that lead out of the main room that can bypass the squares that generate monsters.

Not sure what goblins you are talking about? They are much deeper in the city I thought.

You might want to search where you killed the Tree of Courage.

I think the least amount of characters you have the easier the game is, so two is good but one is better. Makes dodging fireballs a piece of cake.

For save the slaves, don't just set one combination for the switches and teleporters and leave it. It's a bit more complicated than that, look where the pressure pads that kill them are.

Um...there were some other points but I forgot after reading all those messages.
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Post by Sealtiel »

Wow Antman, that's a lot of information. I'll try to respond to each one.

It seems to me that some spells will randomly work, even if you're too low level to cast them. Kinda like in original DM when for no reason you're a 2'nd level wizard and a 3'rd level fireball works. We know it shouldn't, but it does anyways. For spells like this, it tells you if it's priest or wizard. Then other spells seem to simply force you to be a certain level before you even have a chance to make it work right. These would be the ones that just say you need more practice with this spell, without listing the priest/wizard nature of the spell. That's probably incorrect, but it's my 2 cents anyways.

I had a lot of luck at the beginning with the mace, it hit really hard. The problem I had was how slow it was. Even back in original DM, I usually punched everything until I get the Rapier and the Delta. It's just that the cool-down timer on punch is so small that rapid punching adds up to more damage, plus there's always the random chance of scoring a critical hit. Mace was strong, but very slow. Now I'm just keeping a Void Edge & the Furx equipped full-time.

I'm not sure which pits you mean in the spider level. I know I fell done one pit that is either invisible or very well camouflaged, but those are to be expected. Haven't seen any I can drop them down. You said that dropping stuff down a pit kills them? I hope so, otherwise if I ever get to the bottom of Pit D there will be wall-to-wall Trollins & Gigglers. Plus I dropped about 4 Stone Golems in the "Emerald Guardians" section. Hehe.

I made it out of the crypt with a Corbum, but that's the only guild item that comes to mind from there. I really wasn't comfortable there and made every effort to simply escape, though. Now that I know a few escape routes, I may go back there to explore. The Altar of Love and the Altar of Assault concern me a lot, though. They just make me feel rushed, plus the demon at the altar of love moves very fast, and he's hard to stay away from. I just ran away without killing him.

I call them goblins, they may not be. At the door that says "Goblin Food is bad for your Elf", those little robed creatures that respawn right there. They have that diabolical smile, black robes, and an infinite supply of fiery death balls. I'd smile to.

I found what was special about the tree. It's my golem-slaying weapon of choice. Very neat weapon. I may replace the Void Edge with it for normal monsters.

I've taken to keeping my 2nd character behind the first, and only bringing him up for golems and incorporeals. That way I can turn to dodge spells accordingly.

Save the slaves is still beating the crap out of me. I've spent a lot of time there, but there's 2 buttons I haven't tried. The one next to where the black-dressed man in the alcove was, & the other one directly across from where the demon in the alcove was. That button says something that kinda made me hesitant to press it, so I've avoided both so far. Doesn't help that the stupid Giggler/Joggler Arena is right there and I have no idea what to do there. That whole section is nerve-wracking.
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Post by beowuuf »

All the new spells not in the DM engine will be unforgiving to the level requirement, and will have the unhelpful fizzle information

There are tiny pressure pads on the floor (sully near stars) on the spider level - completely forgot abut them. They' open pits pretty quickly, so either you get a breather or you can drop the spider

Those are vexirks on the council level, and they are evil. There is a generator half way along - you have to sneak passed the guy behind the power door or else he triggers his reinforcements :(

The joggler game is indeed scary - now you can see why, over the other side, the gigglers were howling for escape! If you heck the wlls as you run around, you might get a clue as to how to escape
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Post by MasterWuuf »

Been in the 'tree of courage' area a number of times. I don't recall any special weapon as a result of being there.

Anyone like the katanas? They've were my weapon of choice until a couple of stronger ones were an option.

That melee is a benefit, plus you don't seem to have to wait 'an eternity' to use it again.
(I keep forgetting, and using the wrong stroke with the axe (funereal)/axes.

I don't believe I've ever used pits to destroy creatures. Horn of fear?
Or just know where to step when they are chasing you?
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Post by beowuuf »

On the spider level, there is a trigger the part needs to run over
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Post by MasterWuuf »

beowuuf wrote:On the spider level, there is a trigger the part needs to run over
Thanks Beo. How about the dragon section? Do the acid or poison spells effect them?

Oh, Now you have half a flat, half a confiscated avatar...

Why I have half a mind to... :lol:
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Post by beowuuf »

And I'm half cut too :D

That's the champagne, a potent but short lived effect!


Anyway, dragons should be killable by all normal, just, you know, it takes alot of them! The way Sealtiel has been talking, something might have nerfed the poison bolt effectiveness..thepoison blob damage used to be non-existent in early CSBwin engines, but that was corrected a while ago
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Post by Sealtiel »

Yeah, I just haven't noticed it doing anything. I've been tossing the 5'th (Pal, I think) level poison bolts at gigglers and those annoying little gnomes that throw smoke at me and it don't even seem to do anything to them. If it can't hurt wimps like those, I wouldn't call on it during an important battle.

That Ya Ven spell is weird. Some enemies it don't seem to do much to, but it does great against worms. Seriously, it crushes them. Plus the new harm incorporeal spell (won't ruin the combination) does great. It blows those flaming eyes and ghosts apart. It may do the same to materializers, but the fact is that I'm simply too much of a wimp to fight those. They scare me, a lot.

I never really used spells much against dragons. I'm proud to say I didn't use a single one against the gold dragon beneath the crypt. Not even a healing potion (although those thorns add up quick). I'm pretty proud of myself for that one, considering that I can't fight spiders (or spitting plants) but I can fight a dragon. Yay, go me!
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Post by MasterWuuf »

The poison clouds sure seem to twist the gigglers' mustachios. :wink:

Anyone have input on the 'dark' level? I cast the long-lasting light spell like candy from a float at a parade, just to see ahead for a bit.
I think the solid key is the only thing that I'm suppose to find on that level.
Sadly, when I found the black door and opened it, I didn't have the appropriate key to open the next area. grrrrr. Those keys!

Oh well, the 'ever darkening' area gives access to a couple of interesting spots.

The (1charge/2charges/3charges) coin area (dead weapons can't be brought to life) section has me confused. I put about everything but my hairnet in that alcove but nothing happened.

One large room (multiple wall switches/gate/fake hole in the floor/couple of green diamond shaped switches), keeps outsmarting me.
I get to the last visible handle/lever, but that's where I've scratched a bald spot on the back of my head.

These things are close to the 'tri?-dragonian affront' I mentioned earlier.

Great game, ZYX. Tough, as well. I can see why some cry 'uncle' and go slobber in the corner. :twisted:
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Post by beowuuf »

The dark level is permanent. Either find a light switch, or use simple powerful spells to create bursts of light as you orient yourselves.

For the alcove, I guess you need almost uncharged, but not uncharged, weapons and items, and it will recharge them.

I think you need to undo and redo actions in that room in order to progress
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Post by Zyx »

MasterWuuf wrote:Great game, ZYX.
Hey, I'm really glad you and Sealtiel are enjoying the game.
And yep, this all the help you'll get from me for your current questions.
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Post by Antman »

Hmmm I don't remember the darkness being permanent, once things goes dark just sleep until they lighten up again. After a while you learn which squares make things go dark, which is all the squares you can enter from such as stairs and below pits.

Your probably right about the spell messages, I'll study it more closely when I get round to playing it again.

As Beo said the pits on the spider are normally in front of stairs, once you walk on the square a pit will open beneath it a few seconds later, enough time to lure a spider on to it.

Goblins, I know who you mean now, I call them Vexirks which is what they were called in the original game, or CSB at least in the hint oracle.

At the save the slaves the only buttons you need are the ones which toggle the teleporters. It's tricky but you need to get the Vexirks far enough across then flick a switch just as they teleport again. Hope that helps. As for the giggler room, read the walls. Then throw them in every alcove to do weird stuff, you'll see what I mean by 'them'.
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