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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.
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.
Faction Quests
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