Main Quests
Complete list of all main story quests in Crimson Desert, organized by chapter from the Prologue through Chapter 12 and the Epilogue.
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Main Quests are the primary story missions in Crimson Desert. The campaign is divided into twelve numbered chapters, a Prologue, and an Epilogue. Each chapter is named and contains several quest groups, which are further subdivided into individual quests. Players must complete all quests within every group to achieve 100% chapter completion. The story follows Kliff and the Greymane mercenaries as they regroup after the Black Bears' ambush, establish Howling Hill as their base, and confront the growing threat of the Abyss across the continent of Pywel.
For information on other quest types, see the Quests page.

Crimson Desert's main story is the playable record of a specific cycle in the long effort by four ancient guardians to defeat the conscious force inhabiting the Abyss. The cycle the player witnesses is cycle 108: Pailune's history has been reset 107 times before the campaign opens, and the events of the prologue through Chapter 12 are the final attempt the guardians have prepared for. The two-line summary, in spoiler-light terms, is that Kliff is the chosen champion they have been refining across those resets, and that Duke Caliburn is the avatar that the conscious Abyss force, Umbra, chose on the opposite side.
Most of this is presented obliquely during the campaign. The Axiom Archive collects the per-cycle entries and unlocks fully only after every abyssal puzzle, including Dimensional Bonds in Chapter 12, has been solved. The chapter-by-chapter table below is a story-light walkthrough index; readers who want the in-universe context for each chapter should refer to that chapter's dedicated walkthrough article.
Antagonist | Introduced | Role |
|---|---|---|
Chapter 2 (archive lore), final form Chapter 12 | The conscious manifestation of the Abyss. Formed from the worldly desires of those who touched abyssal artifacts. Cannot be killed in a single cycle; the entire 108-cycle effort exists to defeat it once and for all. | |
Chapter 4 (first sighting) | Umbra's chosen avatar in this cycle. A once-honorable Demenissian Duke corrupted by abyssal power over many cycles. Final boss of Chapter 12's first form. | |
Prologue and Chapter 7 | Black Bear leader who slits Kliff's throat in the prologue. Apparently killed in his lava fortress in Chapter 7 but assimilated by Umbra and used as a backup avatar in Chapter 12. | |
Chapter 5 (revealed in Chapter 9) | Dark reflection of White Crow, birthed when Umbra devoured a fragment of her in an early cycle. Persists across cycles. First fought in Chapter 9. | |
Chapter 5 (introduced), Chapter 8 (boss) | Demenissian Grand General. Caliburn's enforcer and the architect of the conspiracy that began with the prologue raid on Pailune. | |
Hall (Marni AI) | Chapter 11 | An AI built by Marni in his own image, corrupted by emergent Umbra contact and allied with Caliburn. Has impersonated the real Marni for much of the campaign. |
Ally | Introduced | Role |
|---|---|---|
Chapter 1 | Guardian of the Abyss. Tests Kliff's kindness as a beggar before revealing himself inside the Axiom Archive. | |
Chapter 1 | Guardian. Appears as a literal white crow, then as a witch in human form. Often the source of letters and direct interventions. | |
Chapter 4 (as a spectre), Chapter 9 (in person) | Guardian. Trains Kliff through the four trials of Chapter 9. | |
Master Jijeong (Jizo Temple master) | Chapter 9 | Likely the fourth guardian. Counsels Kliff to stop overthinking and let the cycle take its shape. |
Chapter 3 | First Greymane recovered. Manages camp logistics at Howling Hill from a leg injury that was, per the archive, manipulated by the guardians. | |
Chapter 3 | Greymane rescued from the Houses of Healing. | |
Chapter 3 | Second playable character. Fled Demeniss after the disappearance of her swordmaster Beatrice Azerian. | |
Chapter 6 (reunion) | Greymane combatant. Lands the saving blow in Chapter 12. Repeatedly described in the archive as 'absolutely necessary.' | |
Chapter 7 | Leader of the Blue Fangs. Kliff's main local ally during the retaking of Pailune. | |
Chapter 10 | Gorthak leader. His alliance opens the way to the ATAG Mech and the Delesyian campaign. | |
Chapter 9 (rescue), Chapter 11 (mount) | Dragon ally. Becomes Kliff's flying mount after the Golden Star fight restores his stolen power. | |
Chapter 11 | The real Marni, finally met in Chapter 11. Designs the Golden Star plan that destroys the flying fortress. | |
Chapter 1 and Chapter 12 epilogue | The cartographer who fishes Kliff from the Nass River in the prologue, and the last ally Kliff revisits in the closing epilogue. |
Chapter | Story focus |
|---|---|
Kliff is recovered by Sebastian, earns access to Hernand Castle through four kindness tests, opens the Axiom Archive, and meets Alustin and White Crow. | |
Kliff is gifted the Visione, runs the Goldleaf Merchant Guild's errands across the Hernand region, and defeats the abyss-corrupted Kailok the Hornsplitter. | |
The Greymanes regroup at Howling Hill. Yann is rescued from the Houses of Healing. The Reed Devil arc closes the chapter on a grim note. | |
Kliff repairs the Klindin Workshop and unlocks Kuku Gear crafting, then deals with Octavius's failed gate experiment and catches first sight of Duke Caliburn inside the Abyss. | |
Banquet at Hernand introduces Bastier and Kearush, the Slayer. The hunt for Crowcaller ends with White Crow's rescue. | |
The war for Calphade. Kliff reunites with Unkar and kills the betrayer Cassius Morten. | |
The retaking of Pailune. Kliff kills Myurdin; Unkar finishes Ludvig, who confesses his role in Gian's death. | |
The Demenissian conspiracy is laid out in full. Damiane kills Bastier. Caliburn pulls Kliff into the past and breaks him there. | |
The four trials of Master Du. Kliff faces Hexe Marie, T'rukan, Gwyn, and Blackstar in turn before earning Master Du's blessing. | |
Detour to Delesyia and alliance with the Gorthak orcs. First playable ATAG sequence. Hall's flying fortress identified as the assault's main obstacle. | |
The real Marni is met. Three keys arc, Golden Star defeated, Blackstar restored as a flying mount. Flying fortress destroyed and Fort Musket opened. | |
Final confrontation against Caliburn, Myurdin, and Umbra's archangel form inside Dimensional Bonds. Unkar lands the decisive blow. Aged Kliff revisits every major ally in the epilogue. |
The story opens with the Black Bears launching a devastating ambush on the Greymanes' cabin. The survivors are scattered, and Kliff must navigate the aftermath and begin the search for his lost comrades.
Quest Group | Quest | Location |
|---|---|---|
Kliff arrives at the town of Hernand and begins gathering information about the scattered Greymanes. He also experiences his first encounter with the Abyss and the mysterious Woman in White.
Quest Group | Quest |
|---|---|
Trace | |
Hernand is in turmoil as bandits control key infrastructure and the Goldleaf Merchant Guild's greed threatens the region. Kliff reunites with Rulupee and confronts the Hornsplitter at the Goldleaf Guildhouse.
Quest Group | Quest |
|---|---|
The Greymanes begin rebuilding their base at Howling Hill. Kliff tracks down remaining comrades, confronts supernatural threats at Glenbright Manor, and faces the Reed Devil and a powerful foe at the Mountain of Frozen Souls.
Quest Group | Quest |
|---|---|
Kliff investigates the Kilnden Workshop and pursues forbidden knowledge about the Abyss. The trail leads to Alustin and the Scholastone, culminating in a journey through a gate to the otherworld and the Spire of the Stars.
Quest Group | Quest |
|---|---|
An uninvited delegation from Demeniss arrives, bringing political intrigue and concealed plots. Kliff must navigate the tensions between the rival houses while tracking a mysterious Crowcaller and uncovering a secret hidden within the church.
Quest Group | Quest |
|---|---|
War erupts on the frontlines. Kliff joins the defense effort, participating in large-scale battlefield operations, counterattacks, and fire support missions. The chapter concludes with a decisive victory, though not without betrayal from within.
Quest Group | Quest |
|---|---|
Under the Banner Pike Again | |
The Unyielding Shields | |
Kliff returns to find treachery has taken root among the Greymanes' allies. He must restore trust, drive enemies out of Pailune, and lead a decisive battle at Silverwolf Mountain. The chapter ends with the pursuit of Ludvig and a reckoning for past betrayals.
Quest Group | Quest |
|---|---|
Dawn Mist | |
Dawnrise | |
Decisive Battle | |
Twisted Fate | |
After healing Pailune, Kliff travels to Demeniss to confront rising political turmoil. The chapter involves rebel suppression, the encounter with the Cursed Knight, and culminates in the Blood Coronation, a turning point in the war for Pywel.
Quest Group | Quest |
|---|---|
To Demeniss | |
Infiltrate noble manors, suppress a rebellion at Thornbriar Fortress, and confront Gabriel Caliburn at Demeniss Castle |
A mysterious voice calls Kliff to the Cloister of Enlightenment. This chapter is heavily focused on spiritual trials, as Kliff trains at Jijeong Temple, faces his inner self, and ultimately confronts the Black Witch. The chapter concludes with Kliff receiving new perspectives and witnessing the depths of the enemy's lust for power.
Quest Group | Quest |
|---|---|
Shattered Ties | |
Six Pensive Statues and the Evil Spirit | |
Veiled Witch | |
Enlightenment | |
The Greymanes prepare a counteroffensive using secret weapons and advanced ironwork technology. Kliff oversees the construction of war machines, faces clockwork insect enemies, and battles a frozen-hearted predator as Invaders From the East threaten Pywel.
Quest Group | Quest |
|---|---|
Kliff enters the City of Steel and discovers the truth behind the forces manipulating Pywel. The chapter involves navigating a strange manor, uncovering fortress keys, and ascending to the Cloud Castle Orbian.
Quest Group | Quest |
|---|---|
The final chapter brings Kliff to the Abyss itself for the climactic battle. After precise tactical planning and a deferred advance, the brave depart through the forbidden gate into the Void, facing blinding darkness in the ultimate confrontation.
Quest Group | Quest |
|---|---|
The Void | |
With the Abyss threat resolved, the Epilogue wraps up the story with a series of closing quests. Kliff visits key locations across Pywel one last time, witnessing the lasting impact of his choices on the world and its people.
Quest | Description |
|---|---|
Journey's End | The final reflective quest before the credits. |
A fresh chapter begins for Kliff and the Greymanes. | |
The Unyielding Shields | Revisit the defenders who held the line. |
Visit the heart of the continent. | |
Travel to the far reaches of the desert. | |
A tribute to those who sacrificed everything. | |
See how the cities have changed. | |
The story concludes with hope for the future. |
Each chapter must be completed in order. There is no way to skip ahead or replay individual chapters during a first playthrough.
Quest groups within a chapter are typically completed sequentially, though some chapters allow tackling groups in a flexible order.
Some quest names repeat across chapters (for example, "In Ashes" and "Reclamation" appear in multiple chapters). These are distinct quests with different objectives.
The main story is estimated to take 40 to 50 hours to complete if you focus exclusively on main quests. Completing everything, including faction quests and challenges, extends the total playtime well beyond 100 hours.
Pay attention to cutscenes and dialogue during main quests. The Observing mechanic can unlock new skills during key story moments.
The following table summarizes the total number of main quests in each chapter, based on confirmed quest lists from the full release. The total across all chapters, prologue, and epilogue exceeds 200 individual quests.
Chapter | Name | Quest Count |
|---|---|---|
Prologue | Dead of Night | 4 |
Chapter 1 | The First Encounter | 11 |
Chapter 2 | Golden Greed | 16 |
Chapter 3 | 20 | |
Chapter 4 | The Price of Knowledge | 16 |
Chapter 5 | Guest Unbidden | 12 |
Chapter 6 | Cracks in the Shield | 19 |
Chapter 7 | Homecoming | 23 |
Chapter 8 | Blood Coronation | 17 |
Chapter 9 | 25 | |
Chapter 10 | 11 | |
Chapter 11 | Truth and Reality | 10 |
Chapter 12 | 8 | |
Epilogue | Journey's End | 9 |
Chapter 9: The Sage of the Desert contains the most quests at 25. This reflects its extended spiritual training arc. Chapter 7: Homecoming is the second largest at 23 quests, covering the full military campaign and pursuit of Ludvig. The shortest chapter is Chapter 12: The Abyss at 8 quests, which focuses entirely on the climactic final battle sequence.
Chapter 3: Howling Hill is divided into three quest groups, each with a distinct narrative focus:
Homestead (7 quests): Camp building, resource gathering, and recruiting scattered Greymanes. Includes Old Friend, First Step to Rebuilding, A Fresh Start, Reward for Their Sweat, Return of the Comrade, and Familiar Curses.
The Face Behind the Mask (5 quests): Supernatural investigation and the Reed Devil boss fight. Includes Return, Traces in the Manor, Nonhuman, Seed of Unease, and Dance with the Devil.
Pioneering (8 quests): Camp expansion, recruitment, and the final reunion. Includes Hope After the Draught, Scattered Comrades, Rumors From the Sawmill, A Gentle Touch, Bustling Hill, and Greymanes Reunited.
Location | Notes | |
|---|---|---|
A Fresh Start, Reward for Their Sweat, Return, Bustling Hill | Greymane Camp base of operations. Fast travel unlocked early. | |
Traces in the Manor, start of Nonhuman | Estate of Count Alistair Grace. Devastated by Reed Devil faction. | |
Remote area west of Sunrise Plains. Lantern tracking required. | ||
Boss arena for the Devil of the Reed Field. No resupply nearby. | ||
City hub for shopping and upgrades. Meat vendor restocks nightly. | ||
Meeting point with Marquis Serkis. |
The game tracks quest completion through the Journal menu, accessible from the pause screen. Each chapter shows a percentage based on how many quests within each quest group you have finished. Achieving 100% in a chapter requires completing every quest in every group, including any optional objectives within mandatory quests.
Some quests contain hidden objectives or optional interactions (such as picking up the Palmar Pill during Seed of Unease or learning the Swift Stab skill during Dance with the Devil) that do not affect completion percentage but provide permanent benefits. Check individual quest pages for details on missable items and skills.
The following tables list the named main quests captured from the trusted reference list, organized by chapter. This is a quick-reference of quest names and starting locations only; for in-depth walkthroughs see each chapter's dedicated walkthrough article. The list reflects the current live build and is updated when new chapters or story patches ship.
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Unfamiliar Lands | Hernand | Hills of No Return | The Greymanes weren't allowed even a brief rest as the Black Bears relentlessly tracked the scent of blood in their cabin. |
In Ashes | Hernand | Hills of No Return | The Black Bears' ambush scattered the Greymanes before anyone could count the survivors. |
Realm of Uncertainty | The Abyss | Corridor of the Void | The strange realm was impossible to define, suspended between dream and reality. There, you regained your lost sense of self. |
New Journey | Hernand | Three Saints' Falls | Recovered from the grievous wound and able to walk freely, it is now time for you to search for your scattered comrades. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Where Rumors Gather | Hernand | City of Hernand | Enter the tavern to gather information. |
Mysterious Man | Hernand | City of Hernand | There is a commotion near the sewer by the tavern. Children are taunting an old beggar lying on the ground. |
True Wisdom in Kindness | Hernand | City of Hernand | Strange sounds are coming from the iron grate the old beggar was lying on top of. |
Actions Speak Louder than Words | Hernand | Muckroot Ranch | Explore the town. You might find something interesting. |
Heart Beyond Borders | Hernand | City of Hernand | Explore the town. You might find something interesting. |
Mystical Key | Hernand | Hernand Castle | The wooden key given by the old beggar emitted a bright light and transformed into an intricate iron key. |
Polar Opposites | The Abyss | Axiom Archive | The dazzling gate led to a place filled with mysterious energy. Examine the massive building up ahead. |
Abyss without Balance | The Abyss | Axiom Archive | After the blinding light subsided, you found yourself once more outside the building. Restore the Abyss according to Alustin's advice. |
Woman in White | The Abyss | Ethereal Pathway | With some effort, the Abyss' balance was corrected and its original state restored. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Where the Light Leads | Hernand | Lioncrest Watchtower | Rulupee's lost pendant began to shine shortly after returning from the mysterious world of the Abyss. |
Memory Fragment | Hernand | Lioncrest Watchtower | You spot an unusual object in the corner of the watchtower. Examine it. |
Reunion | Hernand | Lioncrest Watchtower | The familiar figure of Rulupee, the Shai who lost their cat, has appeared near the watchtower. |
For Honor | Hernand | Meandering Hills | There is a group talking about the greymanes. Speak with them to see if they have information regarding your comrades' whereabouts. |
Awestruck | Hernand | City of Hernand | A man has been watching as if waiting for the duel to end. See what he wants. |
Shadow Cast Over the River | Hernand | Springtide Mill | Bandits have taken control of both the floodgate and bridge, the lifelines of Hernand. They are robbing travelers and obstructing the water flow, causing the town to suffer. |
Where Misery Gathers | Hernand | Springtide Mill | True to the Marshal's word, the mood in the village is tense. A string of suspicious incidents seems to be at the root of it all. Check the notice board to get the full picture. |
Trial After Trial | Hernand | Springtide Mill | A citizen of the town has apparently lost his cattle to bandits, leaving him with no means of livelihood. Listen to the farmer's story. |
The Man Trapped in the Mire | Hernand | Springtide Mill | A rancher says bandits have cut off the precious horns of his goats. Listen to his story. |
Missing Companion | Hernand | Springtide Mill | Unknown assailants have apparently taken a child's animal companion, Wooly, by force. Listen to the child's story. |
Secrets Hidden in the Dark | Hernand | Springtide Mill | They say there's a Greymane in town. Look for your potential comrade. |
The Dark Veil | Hernand | Goldleaf Tradepost | You met Shakatu, trademaster of the Goldleaf Merchant Guild. He expressed he had nothing to do with the problems plaguing Hernand and took his leave, promising that your paths would cross again. |
The Flames of Greed | Hernand | Goldleaf Tradepost | A nun is calling for help in the middle of the road. See what's going on. |
Kidnapped Healer | Hernand | Hernand Highlands | Bandits have kidnapped Hubert, the healer. Rescue him and listen to his full account of the events that transpired. |
Rebellion or Revolution | Hernand | Hernand Highlands | Find Shakatu to confirm the details of the incidents in Hernand and settle the matter once and for all |
Cheers Echoing From the Edge | Hernand | Goldleaf Guildhouse | Find and defeat the Hornsplitter to resolve the matter. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Old Friend | Hernand | City of Hernand | The Goldleaves had some information on someone calling himself a Greymane. Go look for him in the back alleys of Hernand. |
First Step to Rebuilding | Hernand | Oakenshield Manor | Rebuilding the Greymanes will require a reliable and powerful ally. Go meet with Marquis Serkis. |
A Fresh Start | Hernand | Howling Hill | Complete the camp that will be the Greymane hub. Lend the workers a hand to finalize the construction. |
Reward for Their Sweat | Hernand | Howling Hill | Serve a meal to the workers who labored to build the camp. Nothing expresses gratitude better than a good meal. |
Return of the Comrade | Hernand | The Scrapfold | A new base for the Greymanes has been established. It is now time to call the scattered Greymanes home. Go meet Marius. |
Familiar Curses | Hernand | Halssius's House of Healing | Rumor is there's a Greymane who caused a rampage at St. Halssius's House of Healing. Head to Halssius's House of Healing. |
Return | Hernand | Howling Hill | Now that Yann is back within the fold, the search for the rest of the scattered souls begins. Return to camp and speak with Marius. |
Traces in the Manor | Hernand | Glenbright Manor | There's been no word from Naira and Andrew. Go seek them out at Glenbright Manor. |
Nonhuman | Hernand | Reedfield Graves | You discovered fresh tracks from the Count's escape. Find and reunite with your comrades before the lead is lost. |
Seed of Unease | Hernand | Reedfield Graves | If the Reed Devil escapes, it would put your Greymane comrades at grave risk. Hunt him down. |
Dance with the Devil | Hernand | Mountain of Frozen Souls | A chilling wind carrying the scent of blood blows through the reed field. He is close. Defeat the devil that threatens the Greymanes. |
Hope After the Draught | Hernand | Howling Hill | Andrew was injured during the battle with the Reed Devil. Return to camp immediately to check on his condition. |
Scattered Comrades | Hernand | Howling Hill | Marius has been speaking with an informant since daybreak. Approach them and listen. |
Rumors from the Sawmill | Hernand | Coalvale Workshop | Rumors tell of Greymanes who traded in their swords for axes and now cut wood at a sawmill near the Coalvale Workshop. Go see if these stories hold weight. |
A Gentle Touch | Hernand | Howling Hill | The sawmill rumors proved true. With the Greymanes' reunion successfully concluded, return to Howling Hill to prepare the next phase of the plan. |
Bustling Hill | Hernand | Howling Hill | Securing more space is a top priority to accommodate the growing number of comrades. To house more personnel and expand our forces, the camp must undergo a major expansion. |
Greymanes Reunited | Hernand | Howling Hill | The camp has been expanded. Gather with your comrades to share stories and celebrate your long awaited reunion. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Kilnden Workshop | Hernand | Kilnden Workshop | A sudden explosion has shattered the peace of the morning. The blast occurred close to the camp and could pose a serious threat. Let's head to the scene and see what happened. |
Kiln Repair at the Kilnden Workshop | Hernand | Kilnden Workshop | Fixing the kiln may grant a closer look at their craftsmanship. Help with the repairs and examine the pots in the workshop. |
The Mysterious Pot | Hernand | Kilnden Workshop | In return for fixing the generator and the kiln, Grimnir promised a cast iron pot. Wait for the pot to be crafted. |
The Pot's Use | Hernand | Kilnden Workshop | Artisan's guidance is required to properly handle the Kuku Pot. Learn how to use the pot from the artisan at the Kilnden Workshop. |
Disturbance at the Arena | Hernand | Howling Hill | Business at the Kilnden workshop has been put to bed. Return to Howling Hill and get some rest. |
Skilled in Archery | Hernand | Capra Pasture | It is time to head to the meeting place Yann so forcefully delegated. Seek out Naira, who is likely waiting unaware of the situation. |
The Words of Alustin | Hernand | City of Hernand | The camp's financial situation is strained. Head to Hernand to find some work. |
Scholastone | Hernand | City of Hernand | Locate the fence mentioned in the letter to collect the items left by Alustin. Once preparations are complete, set out for Scholastone Institute. |
On the Right Path | Hernand | Scholastone Institute | Sharing Alustin's penchant for speaking in riddles, the dean claimed the experiments in the plaza are necessary defense against coming chaos. He encouraged you to provide assistance with the research. |
Gate to the Otherworld | Hernand | Scholastone Institute | The dean introduced you to a scholar named Octavius. Help him with the preparations for his experiment. |
Spire of the Stars | Hernand | Spire of the Stars | Grundir spoke of a strange phenomenon at the Institute's spire following Octavius's disappearance. Investigate the Spire of the Stars. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
Double-Sided Invitation | Hernand | Howling Hill | Marquis Serkis announce the arrival of a Demenissian delegation and extended a banquet invitation to the Greymanes. This news poses a grave threat to Damiane, who is a Demenissian in hiding. However, she is currently nowhere to be found within the camp. |
Unwelcomed Guests | Hernand | City of Hernand | The excitement of the Harvest Festival has swept Hernand. With word of a Demeniss delegation attending, Damiane must be located and alerted immediately. |
Demenissian Delegation | Hernand | Hernand Castle | The harvest festival banquet is about to begin. Go to the banquet hall in Hernand Castle. |
Exposed Plot | Hernand | Hernand Castle | The monster sent by the Demenissian Grand General, Bastier, left the banquet in shambles. Ask Damiane for more information about this man. |
The Missing Seal | Hernand | Meshley Trapsmith | The power sealing the letter from White Crow disipated. Read the unsealed letter. |
Crowcaller | Hernand | Hernand Castle | The witch's warning of looming dark forces leaves you with an ominous sense of foreboding. Quickly return to Hernand to gather information and prepare. |
The Crow's Warning | Hernand | Muckroot Ranch | The attack on the Axiom Archive seems recent. The culprits must be caught before the trail grows cold. Scour every corner of Hernand |
Bloodwind | Demeniss | Church of West Demeniss | According to Alustin's report, the White Crow is bound for Demeniss. Set out after the feathered man before the trail grows cold. |
Secret at the Church | Demeniss | Demeniss Orphange | What does he mean with "Your doom awaits"? Investigate the church. |
Toward the Nest | Demeniss | Spire of Soaring | The Spire of Soaring has been activated. It is time for the final showdown. Go to the tower and head to where the enemy awaits. |
Quest | Region | Starting Location | Brief |
|---|---|---|---|
News | Hernand | Howling Hill | A messenger brought word that Marquis Serkis requested your presence. You headed to Hernand Castle to meet Duke Celeste, who delivered the news that Calphade is under attack by the Black Bears and a Greymane is caught in the middle of it. Set out immediately to save your comrade. |
To the Battlefield | Hernand | Hernand Castle | Signs of the Black Bears’s assualt on the road to Calphade revealed how dire the situation is. Upon arrival, Barden stressed just how bad things had become, but you pushed forward toward the front lines to save your comrade. |
The Counterattack | Hernand | Calphade Camp | With the watchtower disabled, you arrived at the field strewn with allied banners. To restore the army’s shattered morale, you boldly raised the fallen flags once more and marched onward into battle. |
Cradle of Defense | Hernand | Calphade Camp | Allied banners fly once more over the southern reaches of Calphade. The cradle of the Shield will now serve as the foundation for the city reconstruction. |
Hand of Deliverence | Hernand | Hernand Battlefield | The battlefield was a scene of total pandemonium, but around the outpost, a desperate struggle to save lives continued. Fallen soldiers were evacuated, first aid was provided, and supply routes were cleared to deliver materials. The survivors gripped their weapons once more and headed to the battlefield. |
Fire on the Frontlines | Hernand | Calphade Camp | The destruction of their supplies has slowed the enemy advance. You siezed the momentum and pressed the attack, knowing there was no time to rest if you were to drive them back for good. |