Story campaign

Coruptia Metin

A level 1–99 quest journal campaign across six acts and a final reckoning — from the burning walls of Jinno to the fall of Lord Metin.

The continent did not fall in a single night. It cracked — stone by stone — wherever a Metin rose and sang its hunger into the wild.

Coruptia Metin is the single-player campaign tracked in your quest journal: a linear chain of main quests, side contracts and boss encounters that carry one hero from the ash at Jinno’s gate to the seals of the Lord himself.

What follows is the full story as it unfolds in the journal — the acts, the voices that send you, the stones you shatter, and the truth waiting in the hidden fortress.

Lore

The Metin Stones

Wherever a Metin stands, the land sickens. Beasts twist. Cults gather. Armies forget why they fight and begin to serve the stone’s song.

Soldiers call them curses. Merchants call them omens. The journals of Chunjo’s sages name them something colder: artifacts of alchemy — vessels made to hold a power no kingdom was ready to own.

Across the campaign you will break them in sequence: Sorrow, Combat, Battle, Greed, Black, Anguish, Madness, Ruin, Despair, Toughness, Devil, Fall, Death, Murder — then the named seals of the fortress: Pung-Ma, Ma-An, Tu-Young, Jeon-Un. Each victory buys a breath. None of them ends the song.

Kingdoms

The Three Kingdoms

Jinno is where the campaign begins — a blue bastion with cracked walls, hungry wolves at the farms and a Royal Council desperately reopening markets while refugees flee the roads.

Shinsoo is already a ruin when you arrive: smoke on the horizon, hidden survivors, Black Wind cultists stirring the corruption and a Fallen King waiting where a kingdom once stood.

Chunjo still has temples and scholars. In their halls the story changes: the Metins were not a random calamity. They were created. And someone — or something — still wears the first human will that learned to command them.

Act

Act I — Jinno Burns

Ash settles on the gate. The Captain of the Guard does not ask for legends — he asks for claws, tusks and quiet roads. Wild dogs press the walls. Wolves circle the farms. Boars ruin the harvest. You earn the city’s trust the only way Jinno still understands: by holding the line.

The Royal Council’s merchants reopen trade while a Metin of Sorrow rises in the fields. Blue wolves carry the stone’s taint into the woods. Grey wolves hunt a refugee column. When the Metin of Combat answers, the city hardens — and so must you.

Red boars stampede the gate. The council names the truth behind the siege: a Corrupt General’s Metin of Battle. Shatter it. Reach level 15. Leave Jinno alive — knowing the smoke on the next horizon is not a campfire.

Journal path

  • Ash at the Gate → Claws of the Pack → Report to the Council → Reopen the Markets
  • The Cursed Stone → Scout the Outer Fields → Tusks for the Farms → Blue Corruption
  • Refugees on the Road → Stone of Combat → Hold the Gate → The Corrupt General
Act

Act II — Ruins of Shinsoo

Smoke rises from Shinsoo. A Scout leads you into burnt homes claimed by bears, then into a worse inheritance: cursed flesh, twisted by the stones. Tigers stalk the fields. Black bears guard an old shrine. Survivors hide behind a warehouse keeper who still counts grain like it means tomorrow.

The Metin of Greed and the Metin of Black feed on the ruins. Apes raid the stores. White tigers leave pale shadows across the ash. Beyond the mountain pass, Black Wind maniacs stir the corruption while Lykos packs gather on the ridge.

Mercy becomes a blade. You put down the cursed, break the Metin of Anguish and face what Shinsoo has become: not a king in exile, but a Fallen King crowned by ruin. Defeat him. Reach 31. The temples of Chunjo wait with answers Jinno never kept.

Journal path

  • Smoke on the Horizon → Ruins of the Village → Twisted Flesh → Path Through Ashes → The Old Shrine
  • Stone of Greed → Hidden Survivors → Raid on the Stores → White Shadows → Stone of Black
  • Beyond the Pass → Black Wind Rising → Mercy for the Cursed → Lykos on the Ridge → Stone of Anguish → The Fallen King
Act

Act III — Temples of Chunjo

The road to the temples is not pilgrimage — it is clearance. Scrofa infest the approach. Mahon guards the archive. Bera’s brood nests in the lower halls of the Temple of the Wise. A Metin of Madness blooms in the inner sanctum like a sermon gone wrong.

Then the Black Storm rises. Cultists seize the eastern wing. Esoteric primers change hands as proof. Bo’s raiders and Goo-Pae’s thieves strip the vaults while storm generals lead the charge. The Chunjo Sage does not speak in comfort. He speaks in orders: cut the storm, keep the archive, shatter the Metin of Ruin.

Esoteric arahan defend the last sealed scrolls. Behind them stands the Corrupt High Priest — keeper of knowledge that should have stayed buried. Defeat him and the campaign’s secret opens: the Metins were created by alchemists. Power was bottled. Someone learned to drink it.

Journal path

  • Road to the Temples → Guardians of Knowledge → Halls of Mahon → Bera Below → Stone of Madness
  • Black Storm Rises → Bo’s Raid → Cut the Storm → Vault Thieves → Stone of Ruin
  • Keepers of the Archive → The Corrupt High Priest
Act

Act IV — The Dimensional Rift

Spiders pour from a tear in the world. The Rift Warden sends you into the breach while the War Marshal turns the campaign into open war. Orc generals hold the line. Black orcs spill like a tide. Scorpion archers pin the vanguard. Esoteric executioners hunt the wounded. Giant black orcs block the advance.

Metins of Despair and Toughness harden the wound. When the Chief Orc falls, the choir does not stop — dark summoners feed the rift, proud fanatics refuse to yield and arahan guard the core toward the Flame Lands. Their fighters never tire. You prove you do.

At fifty-five the Metin of the Devil waits at the heart of the breach. Destroy it and the war changes shape: no longer defense of ruins, but reconquest of a continent.

Journal path

  • Into the Breach → Broken Command → Stone of Despair → Black Tide → Pinned Vanguard
  • No Mercy → Giants at the Gate → Stone of Toughness → The Chief Orc
  • Silence the Choir → Fanatics of Pride → Guards of the Core → Relentless Blades → Stone of the Devil
Act

Act V — The Reconquest

Orders come from Reconquest Command. Dark riflemen break. Esoteric tormentors and summoners lose their foothold. Then the roads sicken: plagued spearmen, unknown medicines, plague leaders — a second war fought against infection as much as steel.

The Metin of the Fall cracks under your hand. The Queen Spider dies in her den. Northward, the Snow Mountains rise: plague carriers and their giants, dark-ghost leaders rallying the dead, ice killer whales on the frozen shore, ice bugs underfoot, frosty ice men and yetis who collect their toll in fur.

Demon outriders test the line. A desert scout precedes the next stone. Shatter the Metin of Murder. Stand at seventy. Beyond that height waits a fortress that does not appear on honest maps.

Journal path

  • The Offensive Begins → First Liberation → Cut Their Support → The Plague Spreads → Heads of the Plague
  • Stone of the Fall → The Queen Spider → Frozen Frontier → Carriers of Death → Ghosts of Command
  • Frozen Shore → Swarm Underfoot → Stone of Death → Frostborn → Toll of the Pass → Demon Outriders → Desert Scout → Stone of Murder
Act

Act VI — The Hidden Fortress

The Royal Vanguard clears the fortress road: demon archers, a spear wall, shamans who raise the dead. Then the Order of the Last Light names what waits inside — not only soldiers, but legends bound to the stones.

Nine Tails falls first. Ghosts of grudge and chaos haunt the courtyard. Immortal ghosts refuse the grave. Named Metins answer like seals on a vault: Pung-Ma, Ma-An, Tu-Young. Demonic beasts, rock golems and death reapers keep the inner wards. Red ghost willows choke the path. Underworld ice and ice lions hold the depths. Ghost tree lords bar the grove.

Here the campaign’s oldest truth surfaces: Lord Metin was the first human to master the stones’ energy. His will did not die with flesh — it sank into the Primordial Metin. The Ice Witch is the last gate before that name becomes a battlefield.

Journal path

  • Road to the Fortress → Spear Wall → Silence the Dead → Nine Tails
  • Courtyard of Grudge → Chaos Unbound → What Will Not Die → Metin Pung-Ma
  • Inner Ward Beasts → Walking Stone → Reapers’ Watch → Metin Ma-An
  • Burning Willows → Underworld Cold → Lions of the Depths → Metin Tu-Young → Lords of the Grove → The Ice Witch
Act

Final — The Fall of Lord Metin

The Emperor’s Will speaks without mercy. Shatter Metin Jeon-Un — the first seal of the Lord. Cull Setaou leaders and break their marksmen. Survive the gnoll vanguard. At ninety-seven the Lord’s Champion stands between you and the end of the song.

Reach ninety-nine. Face Lord Metin. The journal’s last line is not a promise of peace — it is a verdict: the continent is yours, if you earned it.

Journal path

  • Metin Jeon-Un → Setaou’s Legion → Setaou Marksmen → The Gnoll Vanguard
  • The Lord’s Champion → The Fall of Lord Metin
Lore

Three Paths After Victory

After the Fall of Lord Metin, campaign design documents describe three exclusive endings. They are not yet implemented as live quest branches — the shipped journal currently ends at defeating Lord Metin.

  • Ending of Light — destroy the Metin energy; monsters fade; the continent begins to heal.
  • Ending of Power — master the energy and become the world’s protector.
  • Ending of Darkness — claim the energy and rise as the new Lord Metin.

Until those branches ship, victory means ending the Lord. What you do with the power afterward remains a future chapter.

Voices

Voices of the Campaign

  • Captain of the Guard — Jinno’s first voice: walls, farms, refugees.
  • Royal Council — markets, Metins near the city, the Corrupt General.
  • Scout of Shinsoo / Refugee Elder — ash, survivors, Black Wind, the Fallen King.
  • Temple Scholar / Chunjo Sage — archives, Black Storm, the High Priest’s secret.
  • Rift Warden / War Marshal — the breach, orcs, fanatics, total war.
  • Reconquest Command — liberation, plague, snow and desert fronts.
  • Royal Vanguard / Order of the Last Light — fortress road, named Metins, Nine Tails, Ice Witch.
  • The Emperor’s Will — the seals, the Champion, Lord Metin’s fall.

Side contracts from hunters, dealers, cartographers and the same high voices fill the gaps between story beats — bounties, patrols and hard culls for those who want the continent earned twice over.

Play the journal

Every quest is a page of the story.

Track main quests, side contracts, Metin seals and boss encounters in the in-game journal — then write the ending yourself.