Nullify the corruption: Difference between revisions

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* Weapons can be crafted by {{Profession|blacksmith|3=1}} [[Professions|profession]] and uses metal materials from {{Profession|miner|3=1}}.
* Weapons can be crafted by {{Profession|blacksmith|3=1}} [[Professions|profession]] and uses metal materials from {{Profession|miner|3=1}}.
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added online during the release of Episode 5).</small>
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added during the release of Episode 5).</small>


<u>Cutscene Warning</u>: To choose Cryoknight, enter the blue pool on the west side of the cave.
<u>Cutscene Warning</u>: To choose Cryoknight, enter the blue pool on the west side of the cave.
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* Weapons can be crafted by {{Profession|bonewright|3=1}} [[Professions|profession]] and uses bone materials from {{Profession|gatherer|3=1}}, and wood materials from a combination of {{Profession|woodcutter|3=1}} and {{Profession|carpenter|3=1}}.
* Weapons can be crafted by {{Profession|bonewright|3=1}} [[Professions|profession]] and uses bone materials from {{Profession|gatherer|3=1}}, and wood materials from a combination of {{Profession|woodcutter|3=1}} and {{Profession|carpenter|3=1}}.
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added online during the release of Episode 5).</small>
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added during the release of Episode 5).</small>


<u>Cutscene Warning</u>: To choose Guardian, enter the green pool in the north center of the cave.
<u>Cutscene Warning</u>: To choose Guardian, enter the green pool in the north center of the cave.
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* Weapons can be crafted by {{Profession|stonemason|3=1}} [[Professions|profession]] and uses stone materials from {{Profession|miner|3=1}}.
* Weapons can be crafted by {{Profession|stonemason|3=1}} [[Professions|profession]] and uses stone materials from {{Profession|miner|3=1}}.
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added online during the release of Episode 5).</small>
* Armour can be crafted with {{Profession|armorer|3=1}} <small>(Armorer will be added during the release of Episode 5).</small>


<u>Cutscene Warning</u>: To choose Hammermage, enter the yellow pool on the eastern side of the cave.
<u>Cutscene Warning</u>: To choose Hammermage, enter the yellow pool on the eastern side of the cave.

Latest revision as of 09:02, 6 January 2025

Overview[edit | edit source]

Progress Checklist[edit | edit source]

Walkthrough[edit | edit source]

Quest Start[edit | edit source]

Speaking to the Dryad will complete Hide and seek and start Nullify More Corruption.

Cutscene warning: After speaking to the Dryad, defeat the Level 10 Mutant Stag. A cutscene will trigger after it dies, in which the Dryad is sad about the loss of it's dear stag. The Dryad understands why you killed it, and thanks you for coming to it's rescue.

Select Option 1: "Why did it attack you?"

The Dryad explains that it was once a noble beast of the forest, but corruption had changed it. It feels weakened as a darkness has taken over the forest.

Select Option 1: "We must track down this darkness and eradicate it!"

The Dryad senses a deeper concentration of darkness to the North East. Before going, the Dryad thinks that without protection, you won't be safe, and so you must head to the Pooling.

Select Option 2: "Okay, I'm ready to go!"

The Dryad tells you that the cave is straight north from here as the crow flies, and to look for a trail where the orange irises grow.

You also need a way to contact the Dryad when you get there, so it hands you a Dryad Leaf key item which you can rub to contact it.

Journey to the Magic Cave[edit | edit source]

Head back north then follow (open the image on the right hand side for visual direction);

  1. East through the Secluded Path
  2. East through the Secluded Junction
  3. North out of the North Central Path and into Stump Clearing
  4. South West onto the Tangled Path
  5. West into the Tangled Lane
  6. North through the Narrow Path onto the Thin Trail.

Cutscene Warning: Head to the North side of the path, open your key items and rub the Dryad Leaf. You will witness the Dryad using magic to open a cave in front of you.

Cutscene Warning: Enter the cave.

Choosing your Class[edit | edit source]

WARNING: in this next section, you will be choosing your class for Brighter Shores permanently. Please read through carefully. Classes are subject to change with the future addition of combat specs and the merging of combat professions.

The inhabitants of Adothria have varying potential when it comes to wielding any form of magic. Some are Neutralae who are beings with barely any magical ability to speak of. Others are Mysticae, which have an aptitude for non-combat magic

You as a player are a Receptacle. You the capacity to absorb a vast amount of a particular type of magic and thereby become attuned to it, and will now get to choose which of the three Factions (classes) you wish to become. Let's go over these below before you make a quick decision.

The Factions/Classes of Brighter Shores

Cryoknight[edit | edit source]

The Cryoknights use a form of Ice Magic called Cryonae. This makes them particularly effective against Guardians, but are susceptible to Hammermages who use the storm magic; Tempestae.

Equipment:

Cryoknights specialise in equipment made from metal.

  • Weapons can be crafted by  Blacksmith profession and uses metal materials from  Miner.
  • Armour can be crafted with  Armorer (Armorer will be added during the release of Episode 5).

Cutscene Warning: To choose Cryoknight, enter the blue pool on the west side of the cave.

Guardian[edit | edit source]

The Guardians use a form of Nature Magic called Arborae. This makes them particularly effective against Hammermages, but are susceptible to Cryoknights who use the ice magic; Cryonae.

Equipment:

Guardians utilise equipment made from bones and wood.

Cutscene Warning: To choose Guardian, enter the green pool in the north center of the cave.

Hammermage[edit | edit source]

The Hammermages use a form of Storm Magic called Tempestae. This makes them particularly effective against Cryoknights, but are susceptible to Guardians who use the nature magic: Arborae.

Equipment:

Hammermages adorn equipment made from stone.

  • Weapons can be crafted by  Stonemason profession and uses stone materials from  Miner.
  • Armour can be crafted with  Armorer (Armorer will be added during the release of Episode 5).

Cutscene Warning: To choose Hammermage, enter the yellow pool on the eastern side of the cave.

After choosing your class, the Dryad wishes to split up, so you can look for the corruption in the North East of Hopeforest.

The Corrupt Crystal[edit | edit source]

Now we need to head south back the way we came until we hit the Tangled Lane. We are heading in a straight line east now East through the Tangled Path into the Stump Clearing and East through the Stumped Path to reach the Shortcut.

You will encounter some Brambles which can only be chopped with 8  Woodcutter. Don't clear them all as they will respawn, just cut a straight path through and continue east through the Twisted Junction, where you will dodge some aggressive Shades.

Continue east through the Overgrown Trail.

Interactive Cutscene Warning: Now enter east into the Crystal Clearing.

A cutscene will play where Jermais has been corrupted, and he has slain his comrades.

Fight Warning: Select Option 1: "You Monster, what have you done?"

After the cutscene, defeat Jermais. After the fight the Dryad will tell you that from being so close to the Crystal, he was corrupted. You both must cure it.

Select Option 1: "How do we cure a crystal?"

The Dryad explains that the crystal absorbs magic easily, and amplifies it tenfold. You will need a source of distilled magic to drive the magic from the crystal, so that you can fill it with something more benign. You need multiple sources of benign so that the crystal can absorb them all at once, and that they all neutralise each other.

The Dryad will take you west into the Overgrown Trail, and task you with grabbing two Glowing Beetles key item. Catch two of them and speak with the Dryad. You Now head back east, where the Dryad requires that you use the two Glowing Beetles key item on the crystal.

Use a Glowing Beetle key item on the Crystal. The crystal will be partially restored, now we need more objects to complete the healing.

Select Option 1: "Any idea where I should look?"

You will be given a few clues;

  1. The closet magic to here lies beyond the tangled briar.
  2. There's an item containing much magic beyond a river.
  3. Some magic is guarded by something that was once my creature, but became corrupted like the stag. Now it hath multiple heads.

Items of Corruption[edit | edit source]

Glowing Mushroom[edit | edit source]

Head back west into the Overgrown Trail and then directly south into the Bramble Path. Chop two Brambles to go further south into the Mushroom Grove. Pick up a Glowing Mushroom.

Glowing Fern[edit | edit source]

Teleport to the Hopeforest Central Portal Stone, and head south into the Ivy Junction, dodging the aggressive Wendigos and west through the Huntsman's Path into Huntsman's Clearing. Head south through Timberwell Road into Timberwell Green.

You have two options, you can either; chop 2 Coarse Ash Logs or head into Gwen's Lumber (shop) on the western side and buy 2 Coarse Ash Logs.

Once you have the two logs, head to the southern side end of Timberwell Green and into the Carpenter's Workshop. Use the Circular Saw to turn them into 4 x Coarse Ash Planks.

Now with the planks, head to the North Eastern end of Timberwell Green and head east into Mine Road West. Now head south through the Tree Lined Trail and Tree Lined Track to reach the Hopeforest Ferry.

Click the Ferry to speak to the Ferryman, who will tell you that his ferry has a gaping hole in it.

Select Option 1: "Maybe I could fix the hole?"

Cutscene Warning: Now click on the ferry once again to repair the hole.

Boss Fight[edit | edit source]
A player fighting the Mutant Newt Boss

Cutscene and Boss Fight with Mechanics Warning: Click on the ferry a third time to initiate a cutscene where you will be travelling on the ferry.

Note: During this boss fight, you will encounter an AOE indicator, noted by an orange highlight. You must run to any tile which isn't highlighted, or you will face substantial damage.

Attack the Mutant Newt and dodge the AOE attack. Every time the Mutant Newt goes under water, you must use this time to repair the damaged planks or you risk sinking.

The fight is made easy if you skip actions in order to do what is most important. Don't wait for the next attack, don't try to get an extra one in, just click what you can as soon as it appears. Repeat until the boss is defeated.

After defeating the boss, you will arrive at Ferry South Shore. Right next to the pier will be a Glowing Fern, go and pick one.

Before you leave, head south into the Himatik Ruins where you can discover Sage, Juniper Trees and Juniper Branches.

Glowing Honey[edit | edit source]

Required: One Jar in your toolbelt.

Recommended: 20+  Scout and multiple 20% Potion Healing as a minimum in order to defeat a Level 20 Giant Two Headed Bear boss.

Teleport back to Hopeforest Central Portal Stone and head north through the Ivy Path, the Central Crossroads and the North Central Path to the Stump Clearing.

Now head back west through the Tangled Path and Tangled Lane but instead of going North, you will continue west through the Leafy Junction until you reach Bear Clearing.

Boss Fight with Mechanics Warning: Head north into the Two Headed Bear Clearing.

You will face a Level 20 Giant Two Headed Bear.

Fight it as normal with any enemy but;

  • Drink a health potion as soon as you need to. The cooldown of potions takes a while, so it's better to drink at 80% health then one again asap, instead of waiting for your HP to become low.
  • The boss has a stomp attack, with more highlighted tiles. As soon as you see the tiles, you MUST spam click outside the tiled area. This is to prevent your character auto walking back into the tiles, damaging you substantially.

Once you have defeated the bear, grab the Glowing Honey key item from the tree on the North side.

Curing the Crystal[edit | edit source]

Teleport back to the Hopeforest Central Portal Stone, and go North all the way to the Stump Clearing, then East until you arrive at the Crystal Clearing.

Now click the Crystal, and use the three Glowing items one by one, in order to cure the Crystal.

The Dryad will appear and thank you. It will sense another greater corruption emanating from the Mines to the South East. You question whether it's related to the Goblins becoming hostile recently, and the cause of the storm over Hopeport. The Dryad cannot enter the mines with you, as there are no plants but as you have the Dryad Leaf key item, it can aid you in a flow of magic from the forest.

Teleport back to the Hopeforest Central Portal Stone and head south through the Ivy Path and the Ivy Junction to arrive in the Fern Junction. Now head East through the Path of Good Intentions before going south from the Cliffside Path to the Barricades.

Speak to the Barricade Guard who will tell you that you cannot pass due to safety. Hopeport has lost his whole squad inside.

Select Option 1: "But I need to get inside. There is a darkness I must stop"

The guard informs you that mines are dark.

Select Option 1: "The darkness is not a lack of sunlight, but an abundance of evil"

You are informed that you will need permission from Captain Jal Degreene if you wish to proceed.

Getting Permission[edit | edit source]

Teleport to the Hopeport Portal Stone and head over to Captain Degreene's Office on the North side of the Training Ground, to speak with Captain Jal Degreene.

Select Option 1: "I need to get into the Mine of Mantuban"

The Captain explains that it's too dangerous, and all of Squad 2 were lost inside.

Select Option 1: "But there is a terrible evil in there"

Captain Degreene will ask if you know what killed Squad 2.

Select Option 2: "I met a Dryad who could detect evil".

The Captain is concerned, as Dryads have never really been seen but are known as tricksters. You clarify that it helped you defuse an evil crystal in the forest. It caused Jermais to become corrupted and kill Andrath and Channette. You think that there's another one in the mines that causes the loss of the Captain's squad, and has made the goblins aggressive.

Captain Jal Degreene questions how you know, and you state that the Dryad has detected another evil similar and greater to the Crystal in Hopeforest, which you both think is coming from another crystal.

You inform the Captain that you also have the magic of (your faction/class choice) as well. The Captain gives you permission to enter.

Click here to head back to our list of quests.

Rewards[edit | edit source]

File:Nullify the corruption reward.png

Seeking image for rewards.

Transcript[edit | edit source]

Update history[edit | edit source]

This information has been manually compiled. Some updates may not be included yet.