Walkthrough

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This is a start, so people who are smarter and better at the game (and wiki-editing) than I am can fill it out with more stuff.

Getting Started

So you're fresh out of Character Creation and have been dumped in the Frost Hound with the minor task of saving the world. Here are a few tips to help get you on your way.

  • Equipment: Shops in Hawkethorne are available right away, for you to upgrade your starting equipment and dump any excess TFs you pick up in the wild. The game is set up so generic equipment from the starting shops can cover you for the rest of the game, so you don't need to worry about upgrading your battleaxe every time you reach a new settlement. That being said, the unique equipment you find in the world will usually be a little bit better and more interesting.
  • Sleep: The game encourages a healthy sleep cycle. Timed boons from Garth as well as sleeping bonuses once you hit level 3 incentivise you to keep coming back to the Frost Hound to get your eight hours.
  • Storage: You have some storage at the tavern, but keep an eye out for opportunities to increase that. Also, you probably won't have room to keep all the Unique loot you pick up, so consider prioritising.
  • Order of Travel: The order in which you visit the areas doesn't really matter, though difficulty from easiest to hardest goes something like Old Forest - Harvest Valley (North) - Foothills - Harvest Valley (South) - Frostwood - Glacial Rift. But nothing's stopping you from hitting the Foothills first, aside from the threat of repeatedly losing to harpies and orcs.
  • Read: We on the Wiki, Forums, and Discord are happy to answer your questions. However, most questions are also answered in the text if you'd like to save yourself some time.

Builds and Optimisation

Because this game isn't about smut, it's about metagaming the strongest build possible. Or at least getting an edge on the battle that's giving you trouble.

  • Stat Allocation: Generally speaking, you want to pick three main stats and stick with those. Your class will give you recommendations, for example a Thief will need Strength/Agility/Cunning while a Charmer will need Presence/Cunning/Agility. Once you've figured the basics out you can mix and match, see what happens when you give your Warrior some Willpower.
  • Boons: Garth sells stat boons for a small amount of electrum. You can use that to boost a fourth stat of yours for 24 hours, just make sure you keep coming back to the bar.
  • Trainers: Trainers are available on-hand to teach you abilities from different classes. Garth (Warrior/Thief), Ivris (Black Mage), River (Charmer), Brother Sanders (White Mage), and Leorah (assorted ranged abilities) will be able to happy to instruct you for a modest fee.
  • Examples: This is the part where everyone puts their 'this is how I 1-shot rift enemy' builds.

Hawkethorne

The small village from which your great heroism (or villainy) will be launched. While you will later pick up allies, resources, fortification, it all starts here.

  • Potential Companions: Cait is available from the start in the Frost Hound. Atugia is up at the castle with The Baroness, but she will come to town to pay you a visit before too long.
  • The Frost Hound: Garth is at the bar to dispense early game quests and stat boosts, your companions will be available here when they aren't travelling with you, and a motley assortment of mostly sexable guests will be staying as well.
  • The Nursery: Out back, Gwyn has set up the Hawkethorne Nursery to take care of your children while you're on your adventures. It's not much to look at now, but if you want the simple pleasure of buying your children musical equipment she is accepting donations.
  • Shops: Ogrish sells arms and armor, Leorah sells light armor and hunting equipment, Ivris sells magic equipment, and Nelia sells enticing clothes to tease enemies with. The stylists Aurelia and Claire can make some cosmetic changes for you as well when you have some electrum to burn.
  • Other Places of Interest: The Gym isn't available yet, but Garth may have an update on that before too long, Brother Sanders offers blessings, training, and occasional quest input, the Tutorial temple is still there and receives some quest focus, The Baroness resides beyond it, and as you go out into the world you will find more NPCs to line the streets.

Old Forest

The recommended starting area. With the recent goings on, the forest has become a lot less friendly, and a lot more filled with people who want to 'victory sex' you. (Level 1)

  • Potential Companions
    • Brint is at the entrance to the forest and can be recruited upon meeting him.
    • Azyrran is to the north, just before the Wayfort. She might be willing to join you after the corruption in her hive is dealt with.
  • Mobs
    • Effigies: Sexually aggressive plants roam the forest looking for friends to play with, and have information on the corruption plaguing the forest.
    • Eryka: A paladin of Velun has been waylaid after an encounter with Kasyrra and could use some help. (Day 3+)
    • Forest Kitsune: A trio of wildlings have been trapped in the forest and are desperate for sustenance. They can be friend or foe, depending on whether you're willing to help. (Level 2+)
    • Hornets: Giggly hornet bimbos set on egging you. They may stop being so aggressive if you take steps to address the corruption.
    • Ninian: A feisty yet ultimately harmless fairy who wants to rob you. Talk to him and you may be able to convince him to give up his thieving ways.
    • Wolves: Unusually aggressive wolves who want your food.
    • Wyld Elf Band: Drunken revellers looking for new friends. They're happy to welcome you into their merriment, though who top or bottoms depends on a friendly sparring match.
  • Encounters
    • Alraune: Deep in the forest, the mother of the effigies receives fertilisation from those unfortunate enough to be captured by her daughters. See In Her Footsteps.
    • Dryads: An inquisitive taur is following you around the forest and may invite you into her sacred grove.
    • Elf Boy: A young man with a horse cock that needs attention.
    • Fountain Goddess: A fountain statue that bestows purity and boons.
    • Kitsune Camp: If you help the Forest Kitsune you can invited to their camp to sleepover.
    • Ruined Shrine: A mysterious shrine deep in the forest. Solve gem puzzles for some loot and an amulet belonging to a mysterious kitsune who may visit you in your dreams.
    • Sugo: A pretty boy centaur has gotten himself stuck and needs a hand getting free.
    • Witch Set: A set of clothes just waiting for someone to pick them up. If you keep the clothes, their owner may take an interest in you.
      • Viviane: A forest witch who can sell you some interesting magic items, teach you how to summon a wolf, and help your companions accessorise.
  • Quests and Events
    • Convocation of Mirrors: A very large and intimidating woman, Sigrune, is guarding an archway. You will probably need to come back at a higher level to get past her.
    • Dog Days: Garth's son, Garret, has gone missing while investigating loggers trapped in a logging camp. Insert yourself into the situation to resolve the situation peacefully - or not peacefully.
    • I Ain't Afraid Of No Ghost: One of your companions wants help fighting ghosts. Viviane might be able to help.
    • In Her Footsteps: Kasyrra has flown north, and you will need to fight through her servant the Alraune to follow (bring fire!). After the battle you can end the source of the forest's corruption... or bend her to your will.
    • Land of Milky Honey: Something is causing the hornets to attack and egg random travellers. Once you've defeated the Alraune, Azyrran can recruit you to help rescue her hive from the grip of corruption.

Ruined Wayfort (pre-Winter Palace)

It's not much to look at now, but a large, somewhat intact fort in need of an owner may be of interest to you in the future...

  • Potential Companions
    • Etheryn has been left hanging around by Kasyrra and is in quite the predicament. She can be recruited as soon as you rescue her.

Note: I strongly recommend peaking your head through into the Frostwood as soon as possible so you can pick up fast travel and progress Cat Call. Fast travel is very helpful.

Harvest Valley

The farming valley is in trouble as well. Cultists are running amok, and the valley's peaceful inhabitants are fleeing, disappearing, or are no longer peaceful.

North

Things are honestly pretty dire, and this is the easy zone. Travel around thwarting the activities of the Cult and rescuing the few residents that remain. (Level 1)

  • Potential Companions
    • Quintillus is wanted by the cult and needs a friend. In return he can provide information and direct assistance in thwarting Master Tollus's machinations.
  • Mobs
    • Centaur Pack: A group of centaur raiders led by a visibly corrupted packleader. End enough packleaders and they might not show up as often.
    • Crazy Horse: A crazed marefolk male only interested in rutting anyone he comes across.
    • Cultist Evangelist and Cultists: Have you accepted Master Tollus into your heart? No is not an option.
    • Lupine Scouts: A pair of lupines who are looking for some action and don't particularly care about consent. An unfortunate by-product of the cultists doing something to the water.
    • Marefolk Shaman: She needs sexual energy to power her magic and she's not asking either. Seems to be a running theme.
    • Sariel: A ranger who's fallen afoul of a cursed butt plug. Once you've sated her needs a few time you may be able to help her. Available in all areas of Harvest Valley. (Level 4+)
  • Encounters
    • Ahmri: A centaur princess is fleeing her village and is being chased by centaurs with impure intentions. Can happen in any area of the valley.
    • Clementine: A chatty sheepfolk being accosted by a Crazy Horse, rescue her to get another NPC in Hawkethorne.
    • Pupperidge Farm: A farm run by friends of Garth's family. You can visit to do various farm-related activities with the owners Anna and Morwen, and the many cow-girls including Gloria and Lucia.
    • Tainted Witch and Cultists: Cultists are set up at the river, forcing anyone who wants to cross to pay the toll. The toll is being violated and/or forcibly indoctrinated into the cult.
    • Zo: A lupine monk with a lot of content including training and dirty hand gestures as long as you rescue her from a Centaur Pack. (Level 3+)

South

It's more dangerous here, but here you'll be able to get to the heart of the Marefolk and Centaur conflict and help resolve things. Also, there's a set of armour that might fit one of your companions, but save first just in case. (Level 3)

  • Mobs
    • Centaur Pack: Higher level than the ones in the north, but not any nicer.
    • Crazy Horse: Same as the Centaur Pack; higher level, just as mean.
    • Gnoll Raiders: Nasty brutes who nobody likes.
    • Hashat: A half-marefolk warrior looking for a good fight and an elf-wife to bully. Nice enough to take 'no' for an answer.
    • Lusina: Stand and deliver, your money or a fuck. Might be open to moving to the Marefolk Village once you've met her a few times and calmed the region.
    • Mushroom Druidess: A voluptuous mushroom-lady looking for a strong host to bear her spores. You might say she puts the fun in fungus.
    • Sariel: A ranger who's fallen afoul of a cursed butt plug. Once you've sated her needs a few times, you may be able to help her. Available in all areas of Harvest Valley. (Level 4+)
    • Slime Siblings: Some friendly slimes near the lake. Their 'victory sex' consists of a hug.
  • Quests and Events
    • Harboring a Fugitive: Once you've rescued Ahmri, travel to the Marefolk Village to prepare to settle things once and for all.
    • Mad Cow: In a magical cave, you find a set of armour that could have dramatic side-effects. Definitely save first.

Foothills

Bandits and harpies and orcs, oh my! This route will eventually lead to Khor'minos and the Undermountain, but you have plenty to deal with as things are. (Level 2)

  • Potential Companions
    • Berwyn is wandering the west and south zones looking for someone strong enough to help him with his problem.
    • You can repeatedly beat down Arona and her warband to convince her to follow you. Then again, losing will get you to follow her a lot quicker...
  • Mobs
    • Berwyn: The half-lupine summoner needs someone to practice his summoning against. You'll do, at least until you help him out with something.
    • Byvernia: Once you reach a certain point, this wyvern-hunter will show up in the Foothills to start hunting you. (Level 4+)
    • Harpies: A group of Harpy Thieves, potentially led by a Harpy Enforcer and Harpy Wingleader. Looking for coin or seed, preferably both.
    • Manticore Girl: An imposing bat-cat-scorpion lady who promises she'll be gentle if you surrender to her. She's lying. (Level 2+)
    • Marked Mercenary Band: A mercenary company hired to protect the roads has turned to banditry. Looks like they're your problem now.
      • Lieutenant Jen: The second-in-command who is searching for their charismatic leader to help restore order to the company, but also won't stop attacking you.
    • Orcs: There are a lot of them.
      • Arona: She and her amazons are looking for a good fight and a good fuck, whether you like it or not. (Level 3+)
      • Grettel: Another orc shows up to make sure you're not missing out on menacing orc women after dealing with Arona.
      • Vaush: He'd rather be drinking or smoking, but his friends made him join a raiding party and try to beat your face in instead. He might be more agreeable if you can meet him on his own.
    • Wyvern Girl: As you might suspect, this is how you obtain Wyvern Venom. Either milked into a bottle or directly applied to your person.
  • Encounters
    • Alante: A centaur warrior you meet fighting a troll. Serves as a preview for upcoming Khor'minos content.
    • Harpy Matron: She sics her children on you when you first enter the region, and seems like she'll be involved if you ever need to deal with the harpy problem.
    • Ihzalti: A reclusive drider hiding from all the harpies and orcs going around. May let you play with her pet spider.
    • Kervus Warcamp: Depending on your actions during Right of Conquest, you may be welcome to mingle with some hot-blooded orcs in need of a good time.
    • Minotaur Gate Guard: Minotaur soldiers are guarding the entrance to Khor'minos. Nobody is allowed through for now, but if you (and Cait) want to bribe your way through with your bodies you're welcome to try.
    • Rockslide: Think quick!
    • Sexy Statues: Statues you can fuck. You know, if that's your thing.
    • Shar: Unlike her sisters, this harpy just wants help getting into a tower. You won't let her go alone will you?
  • Quests and Events
    • Blacksmith's New Clothes: Ragnild is a delicate orcish maiden in need of something she can't get from her own people. Take her out on the town and bond over how you both think slavery is bad.
    • Missing Meows: A rather unlikeable gentleman, Hirrud, has misplaced his harem and would like you to go find them. You can decide whether to return them, keep them for yourself, or set them free.
    • The Mistress: Berwyn's worried about what his mistress is up to and needs your help going to her tower to confront her.
    • Right of Conquest: Arona is tired of how her brother is running things and needs her trusty top/bottom to back her up when she challenges him. One way or another, the orcs won't be a danger to Hawkethorne once you're done.
    • Shades of the Past: Garth wants your help retrieving a medallion from an abandoned fort. Unfortunately, the fort is haunted. Maybe you'll need some back up!
    • Ugly Duckling: It's another quest where you're visiting a magician's tower. Except this time you're helping Shar.

Frostwood

You're following the yellow brick road to the Winter City, but there are a few roadblocks on the way as well as some powerful potential allies - or foes. (Level 4)

  • Potential Companions
    • It's probably been a while since you picked up Kiyoko's amulet from the Old Forest, but taking a job from Lady Evergreen will give you the opportunity to add her to your team.
  • Mobs
    • Drider Queen: This giant spider-lady is looking for a strong vessel to carry her eggs. Hope you like ovipositors.
    • Frostwood Kitsune: A rotating cast of soulsuckers looking for a feed. They might stop pushing the issue if you can find a way to climb kitsune society though.
    • Imps: A classic CoC enemy, back again to be generally nasty little things.
    • Kurako: She's a sneaky fox-ninja who wants to have some fun and nibble on your life essence. She'll probably get tired of fighting you if you keep beating her.
    • Meira: One of Lady Evergreen's daughters is causing trouble stealing inches off of people's dicks. Of course, that means she has plenty to give you if you agree to play her game.
  • Encounters
    • Frost Pupper: Explore the middle region enough and you'll stumble across a very good girl looking for someone to hold the leash.
    • Gytha: A random guard protecting the entrance to the Winter City. An utterly minor one-time combat. Wait what do you mean she's your favourite character?
    • Hatsumomo: Sometimes a kitsune lumberjack needs to take a break from handling wood to handle your wood. Or whatever your genital configuration is.
    • Kurokawa Den: The home base for kitsune colonials in the Frost Marches. Content as far as the eye can see, as long as you don't mind wet fur smell.
    • Oxana's Mansion: Just beyond the wayfort, Lady Evergreen lives with her daughters and wards and provides a number of helpful services.
    • Sleepy Snake: You know how it goes, you have sex with a sleepy naga who needs help keeping warm and she starts following you around.
    • Temple of Terrestrial Fire: On the far east of the map, a ferocious Hellhound guards the secrets of this ancient temple. Contains powerful fire spirits for you to bind, as well as a new fire-based set for a companion of yours.
    • Vari: A friendly lady inviting you back to a gangbang village. Don't worry, it's a lot friendlier than the other gangbang village.

Winter City

There's not much here except for the Palace of Ice. Steel your will, gather your strongest companions, and travel forth into the brink. (Level 5)

  • Quests and Events
    • In Her Footsteps It's time to face your destiny and confront Kasyrra's vile schemes... you are here to confront her, right? Either way, this is the end of Act One.

The Rift

Something's amiss in the Rift. You'll meet interesting people (who hate you), travel inhospitable wastes (pursued by people who hate you), and try to resolve a conflict that's been brewing for centuries (which will be difficult because everyone hates you). Luckily there's an old 'friend' of Hawkethorne to help you out. (Level 5)

  • Mobs: Demonic Cultists, Avanai Rider, Wraith Chimera, Jotuns, Selkies, Siorcanna
  • Encounters: Imora, Gweyr, The Ice Tower
  • Quests: Winter Wolf