Player guide

Getting Around

Three ways to travel: walk onto a swirl, ride with a Conductress, or use a gate scroll. Everything else -- the mine, the arena, the training yard, the Market -- is an NPC who takes you there.

Aurenfall's world is a set of maps stitched together by portals. This page is the map of the map: what connects to what, and which door to use.


Swirls

A swirl is the glowing spiral on the ground. Walk onto it and you are taken to the other side -- no clicking, no dialog. Swirls sit at the edges of a city, at cave mouths, and inside the bigger maps to shortcut across them.

Two things worth knowing:

  • You arrive a few steps away from the return swirl, never on top of it. That is deliberate -- landing on a swirl would send you straight back.
  • If a swirl does nothing, it is a bug worth reporting. Every swirl the client draws should now lead somewhere; tell us the map and where you were standing.

The Conductress

Every city has a Conductress near its centre. She travels between the five cities -- Twin City, Desert City, Phoenix Castle, Ape Mountain, Bird Islands -- and from Twin City she also drops you at the Mine Cave entrance. Every city's Conductress can send you to the Market, and the Market's own Conductress sends you back to the city you came from.

Gate scrolls

Sold at any city pharmacy for 200 silver: TwinCityGate, DesertCityGate, ApeCityGate, CastleGate (Phoenix) and BirdIslandGate. Using one puts you in that city's centre. They do not work while you are dead, inside the Eight-Diagram maze, or in the Treasure Labyrinth.

Where the roads go

FromOn foot to
Twin CityDesert City, Phoenix Castle, Ape Mountain, Bird Islands, the Mine Cave, and its own sub-maps
Desert CityTwin City, Mystic Castle (levels 102-118), the further desert -- and from its

northern edge the long desert road into the second world (see that guide) |

Phoenix CastleTwin City, Ape Mountain, WonderLand -> Dragon Pool -> Kylin Cave, the further woods
Ape MountainTwin City, Phoenix Castle, the further canyon -- and, with the Conductress,

the Far Canyon and the whole chain beyond it (see that guide) |

Bird IslandsTwin City -- and an island-hopping network of thirty swirls inside the archipelago

Doors that are people, not swirls

Some places have no swirl at all; an NPC is the door.

  • The Mine Cave -- the Mine Admin in Twin City (and a second one inside, to come back up).
  • The PVP Arena -- the Arena Guard in south-east Twin City.
  • The Training Grounds -- any city's Boxer, from level 20.
  • The Market -- any Conductress.
  • The old desert road -- the Road Guide at the northern edge of the further desert. The client draws no swirl on our side of that border, so he stands where one would be.
  • The Meteor Zone and the two zones past it -- the Pass Guide on the western edge of the Fairy Plain, and his opposite number for the way back. That corner has no swirls at all.
  • A shortcut to the Far Canyon -- the Conductress on Ape Mountain, for the impatient.
  • The Eight-Diagram maze and the Treasure Labyrinth -- the Fortuneteller and Simon, both in Twin City; these are quests, and the way in is part of them.
  • The road between Twin City and Desert City -- the client draws no swirl where that road lands, so Teleporter Joe stands there and does the job.

How our version differs

  • Classic Conquer Online had many more one-way portals into zones we have not populated yet. We only wire a swirl when both ends are places with something in them -- an empty map is a trap, not a shortcut. As zones open up, their swirls come with them.
  • Our swirl cells come from the client's own map files, so a swirl you can SEE is a swirl that works. If one does not, it is on our side, and the report helps.

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