Loading...
Main Story Walkthrough
March 21, 2026 at 08:48 AM
Accuracy fix: Fix Epilogue quest count from 9 to 8
This walkthrough covers the full main story of Crimson Desert, guiding you through every chapter from the opening ambush to the final battle inside the Abyss. The campaign follows Kliff and the Greymane mercenaries across the continent of Pywel as they rebuild their faction after a devastating betrayal by the Black Bears.
The main story is divided into a Prologue, twelve numbered chapters, and an Epilogue, containing 168 individual quests grouped into story arcs. Completing the main story alone takes approximately 40 to 60 hours. Players who also tackle faction quests, challenges, and exploration content can expect 100 to 180 hours of total playtime. A full 100% completion run can stretch well past 200 hours.
Three playable characters become available over the course of the campaign. Kliff is playable from the start. Damiane unlocks at the beginning of Chapter 3 and fights with a rapier and swift thrusting attacks. Oongka unlocks at the end of Chapter 7 after you fight alongside him in Chapter 6, wielding his Dekarr Greataxe and Orc Blaster hand cannon with devastating power. You can swap between unlocked characters using the character switching system.
The table below lists every chapter, its key boss encounters, the approximate number of story quests, and the major locations visited.
Chapter | Title | Key Boss(es) | Key Locations | |
|---|---|---|---|---|
Prologue | 5 | Hill of No Return, Three Saints' Falls | ||
Chapter 1 | None (tutorial chapter) | 9 | ||
Chapter 2 | 16 | |||
Chapter 3 | 17 | Greymane Camp, Mountain of Frozen Souls | ||
Chapter 4 | 13 | |||
Chapter 5 | 10 | Hernand Castle, Demeniss, Spire of Soaring | ||
Chapter 6 | 15 | Frontlines, City of Calphade | ||
Chapter 7 | 19 | Pailune, Silverwolf Mountain | ||
Chapter 8 | One-Armed Ludvig, Gregor, Fortain | 15 | ||
Chapter 9 | Black Witch, Jijeong Temple Guardians | 19 | Cloister of Enlightenment, Jijeong Temple | |
Chapter 10 | Clockwork Insect, Frozen Hearted Predator | 9 | The Gate of War, Ironworks | |
Chapter 11 | Cloud Castle Orbian | 8 | City of Steel, Strange Manor, Fortress | |
Chapter 12 | Final Boss (The Void) | 6 | Forbidden Gate, The Void | |
Epilogue | None | 8 |
The Prologue opens with Kliff awakening at the Hill of No Return after a devastating ambush by the Black Bears. After locating surviving Greymane comrades, you fight alongside Oongka, Naira, and Yann to repel the attackers. The Prologue culminates in the first boss fight against Myurdin, leader of the Black Bears. After the battle, Kliff enters the Corridor of the Void, which serves as the movement tutorial for jumping, vaulting, and wall climbing. You learn the Blinding Flash skill, meet Sebastian at Three Saints' Falls, and ride toward Hernand.
Arcs: Ambush (2 quests), Unknown Space (3 quests)
Tip: Pay attention to the combat tutorial prompts during the Myurdin fight. Learning to dodge and time your attacks here will serve you well for the rest of the game.
In Chapter 1, Kliff arrives at the City of Hernand and works to build trust with the locals through seemingly random acts of kindness. You help a beggar in the sewers, clean a chimney at Muckroot Ranch, and rescue a cat on a rooftop for Rulupee. The second half of the chapter takes you through Hernand Castle where you discover the Abyss for the first time. You acquire the Visione helm, learn the Axiom Force, solve alignment puzzles, and gain the Flight ability before returning to the city.
Arcs: Trials of Kindness (5 quests), Trace (4 quests)
Boss: None. This chapter serves as an extended tutorial for city exploration, the Abyss system, and movement abilities.
Tip: Explore Hernand Town thoroughly before advancing. Hands-on testers reported spending four hours near Hernand alone without running out of things to do. Talk to every NPC, check notice boards, and learn fishing at the Nas River.
In Chapter 2, Kliff uncovers corruption within Hernand. The chapter begins with the discovery of the Visione helm at Lioncrest Watchtower, then moves into an investigation of bandits connected to the Goldleaf Merchant Guild. You liberate Springtide Mill, track stolen goods through four connected investigation quests, and ultimately storm the Goldleaf Guildhouse at Unicorn Cliff.
Arcs: Unexpected Gift (3 quests), Hernand in Chaos (8 quests), The End of Greed (5 quests)
Bosses: Matthias (a knight from the Order of Light, fought in Hernand Square) and Kailok the Hornsplitter (a goblin boss at the Goldleaf Guildhouse; use shield counters to interrupt his attacks).
Tip: During the duel with Matthias, observe his attacks to learn the Pump Kick skill. This is one of the earliest skills obtainable through the Watch and Learn system. Also liberate Springtide Mill to unlock its notice board, which provides additional faction quests.
In Chapter 3, the focus shifts to rebuilding. Kliff establishes the Greymane Camp as a permanent base, investigates a sinister supernatural presence near the settlement, and recruits scattered Greymane survivors from across the region. Damiane becomes a playable character at the start of this chapter, giving you access to her rapier-based fighting style and unique skill tree.
Arcs: Homestead (6 quests), The Face Behind the Mask (5 quests), Pioneering (6 quests)
Boss: The Reed Devil (fought at the Mountain of Frozen Souls). This three-phase fight requires you to destroy totems in phase 2 before you can damage the boss. Be prepared for environmental hazards.
Tip: Prioritize camp building tasks early. The Greymane Camp grows stronger as you invest resources, and the blacksmith and alchemy lab provide important combat advantages. Try Damiane against the Reed Devil if Kliff is struggling.
In Chapter 4, Kliff pursues forbidden secrets tied to the Abyss. The chapter begins at Kilnden Workshop with a mysterious iron pot, progresses through Scholastone (the scholarly district), and leads to the Spire of the Stars for challenging platforming and puzzle sequences. The chapter contains the most puzzle-intensive quests in the game, including activating ancient generators, repairing kilns, and navigating a lock device switch underground.
Arcs: Mysterious Iron Pot (4 quests), Daily Life (2 quests), Forbidden Knowledge (7 quests)
Boss: Tenebrum (fought during the Gate to the Otherworld quest). This is a puzzle-style boss that requires using the Blinding Flash ability and midair Force Palm attacks to deal damage. Check the How to Defeat Tenebrum guide if you get stuck.
Tip: The Spire of the Stars platforming section can be tricky. Use the Flight ability to recover from mistimed jumps. Scholastone also contains several hidden Memory Fragments, so equip the Visione helm and scan your surroundings.
In Chapter 5, political tensions rise as a delegation from Demeniss arrives with unclear motives. Kliff must navigate political intrigue and uncover an exposed plot before the situation escalates. The chapter features two major boss encounters and ends with the path opening toward the Spire of Soaring.
Arcs: Uninvited Guest (4 quests), Black and White (6 quests)
Bosses: Kearush the Slayer (a giant gorilla-like creature with three health bars; dodging is essential) and Crowcaller (fought twice in this chapter; the enemy dissolves into black particles to close distance and has three health bars on the second encounter).
Tip: For Kearush, focus purely on dodging until you learn his attack patterns. He punishes greed harshly. For Crowcaller's second fight, stock up on healing items because the three health bars make it a lengthy encounter. Learn how to activate the Spire of Soaring and the Crescent Skybridge in the puzzle segments.
In Chapter 6, war erupts and the Greymanes are thrust into large-scale battlefield combat for the first time. You participate in siege defense sequences, hold the line against waves of enemies, and deal with a betrayal that strikes at the worst possible moment. This chapter features Oongka as a companion in combat before he becomes fully playable later.
Arcs: Blazing Beacon (3 quests), Under the Banner Pike Again (3 quests), Turning Tides (4 quests), The Undying Shields (5 quests)
Boss: Cassius Morten (a shield-wielding commander fought during the Traitor quest). Use heavy attacks and guard breaks to get through his defense. He punishes light attack spam.
Tip: The battlefield segments can be overwhelming. Focus on the marked priority targets rather than trying to defeat every enemy. Keep your equipment upgraded to at least refinement level 4 before starting this chapter; heavy plate armor has no movement penalty, so always prioritize it over leather or linen.
In Chapter 7, Kliff returns to Pailune and leads the Greymanes in liberating the region from enemy forces. This is the longest chapter in the game with 19 quests across four story arcs. The Battle at Silverwolf Mountain is a landmark fight, and the Twisted Fate arc at the end delivers a story revelation that sets up the final stretch. Oongka becomes fully playable at the end of this chapter after the Lonely Jackals quest.
Arcs: Dawn Mist (5 quests), Dawnrise (6 quests), Decisive Battle (6 quests), Twisted Fate (2 quests)
Bosses: Ludvig (a two-phase boss with teleportation and lightning attacks, fought during the Lonely Jackals quest) and Lava Myurdin (Myurdin's transformed state with fire and lava attacks, fought at the Battle of Silverwolf Mountain).
Tip: Bring at least 100 Grilled Meat to the Silverwolf Mountain battle. Food is your primary healing resource and there is no limit on how often you can eat during combat. After unlocking Oongka, experiment with his skill tree to see if his stagger-heavy playstyle suits certain encounters better than Kliff's.
In Chapter 8, the story reaches a dramatic turning point as Kliff campaigns toward Demeniss. The chapter opens with healing and rebuilding in Pailune, then escalates into a series of intense confrontations. The Blood Coronation sequence is one of the game's most memorable set pieces, and the Traitor arc delivers a revelation that redefines the endgame stakes.
Arcs: Ashen Steps (4 quests), To Demeniss (9 quests), Traitor (2 quests)
Bosses: One-Armed Ludvig (played as Oongka during the Time to Face Justice quest; Ludvig uses a two-weapon setup), Gregor the Halberd of Carnage (a spear-wielding warrior with environmental arrow attacks during Where the Wind Guides You), and Fortain the Cursed Knight (summons ghost knight allies during the fight).
Tip: The One-Armed Ludvig fight forces you to play as Oongka. Make sure Oongka's equipment and skills are upgraded before entering Chapter 8. If you have been neglecting him, go back and complete some of his personal challenges first. For Fortain, prioritize eliminating the ghost knights he summons before focusing on him.
Chapter 9 shifts to a new region and introduces a more spiritual tone. Kliff answers an unknown calling and travels to the Cloister of Enlightenment, a remote monastery in the desert. The chapter explores themes of fate and inner strength as you navigate the Jijeong Temple, face the Black Witch, and ultimately meet the Sage of the Desert. This is one of the longest chapters with six story arcs and 19 quests.
Arcs: The Calling (2 quests), Shattered Ties (2 quests), Thinning Blade (2 quests), Six Pensive Statues and the Evil Spirit (6 quests), Veiled Witch (3 quests), Enlightenment (4 quests)
Bosses: Jijeong Temple Guardians (fought during the Path of the Disciple and Face the Inner Self quests) and the Black Witch (the climax of the Veiled Witch arc, a magic-heavy opponent who uses darkness and pursuit abilities).
Tip: The Six Pensive Statues section involves multiple puzzle-combat encounters. Each statue requires a different approach, so pay attention to environmental clues. The Black Witch is weak to Blinding Flash, so keep that skill equipped.
Chapter 10 focuses on building the tools needed for a decisive military campaign. Kliff secures a secret weapon at the Gate of War, visits the Master of the Ironworks to forge powerful equipment, and faces mechanical enemies including the Clockwork Insect. The chapter also features Invaders from the East, introducing the Frozen Hearted Predator as a new threat. At 9 quests, this is one of the shorter chapters.
Arcs: Secret Weapon (5 quests), Greater Firepower (4 quests)
Bosses: Clockwork Insect (a mechanical boss with unique weak-point mechanics) and Frozen Hearted Predator (a creature boss from the eastern invasion force).
Tip: Use the Ironworks to upgrade your best weapons to their maximum refinement level before proceeding. The bosses in chapters 11 and 12 are significantly harder than anything you have faced so far.
Chapter 11 takes Kliff to the City of Steel, a heavily fortified location where the line between truth and illusion begins to blur. You navigate a Strange Manor, collect Fortress Keys, and confront the Master of a Forgotten Land. The chapter climaxes at Cloud Castle Orbian, a floating fortress that serves as the penultimate major setpiece before the finale.
Arcs: Brave New World (5 quests), Foreboding Shadow (3 quests)
Boss: Cloud Castle Orbian (a large-scale encounter in the floating fortress with environmental hazards and multi-phase combat).
Tip: The Strange Manor section contains hidden paths that are easy to miss. Use the Visione helm to reveal Memory Fragments that point toward secret doors. Bring your strongest Abyss Gear into Cloud Castle Orbian.
In Chapter 12, the final chapter brings the supernatural Abyss threat to its climax. Kliff leads a final campaign through the Forbidden Gate and into the Void itself. The chapter is short at only 6 quests, but every encounter is intense. The final boss lurks within the Void, and defeating it determines the fate of Pywel and the Abyss.
Arcs: The Final Battle (4 quests), The Void (2 quests)
Boss: The final boss is fought in the Void during the Blinding Darkness quest. This multi-phase fight tests everything you have learned. Expect to use all three characters if they are available.
Tip: Max out your equipment, stock at least 150 Grilled Meat and other high-tier food, and ensure all three characters have upgraded skills and Abyss Gear. The final fight is lengthy and you cannot leave to resupply once you pass through the Forbidden Gate.
After completing Chapter 12, the Epilogue wraps up the story with eight short quests that revisit key locations and characters. You return to Hernand for a peace sequence, check in with allies across Pywel, and see the results of your actions throughout the campaign. The Epilogue has no boss fights and serves as the narrative conclusion.
Quests: Journey's End, A New Beginning, Peace in Hernand, The Unyielding Shields, The Heart of Pywel, The Desert's Edge, The Enduring Flame, Evolving City, New Horizons
Tip: After the Epilogue, the game opens up for post-game content. You can continue exploring, completing side quests, and tackling optional world bosses that you may have skipped during the main story.
Many story chapters contain puzzle-like objectives that can be tricky to solve. The table below lists the most commonly searched puzzle objectives and which chapter they appear in.
Objective | Chapter |
|---|---|
Ch. 1 | |
Ch. 2 | |
Ch. 2 | |
Ch. 4 | |
Ch. 4 | |
Ch. 4 | |
Ch. 4 | |
Ch. 4 | |
Ch. 4 | |
Ch. 5 | |
Ch. 5 | |
Ch. 6 | |
Ch. 6 | |
Ch. 6 | |
Ch. 7 | |
Ch. 7 | |
Ch. 8 | |
Ch. 8 | |
Ch. 8 | |
Ch. 8 | |
Ch. 8 |
Bring plenty of food: Grilled Meat is your primary healing resource and there is no cooldown on eating during combat. Bring at least 100 Grilled Meat to every boss fight. Cooking also provides temporary stat buffs from meals.
Wear heavy plate armor: There is no movement penalty for wearing plate armor. Always equip the highest-defense armor you can find. Upgrade your armor to at least refinement level 4 before mid-game bosses.
Use Watch and Learn: Observe enemy attacks during boss fights to learn new skills. Some skills, like Pump Kick from Matthias, can only be obtained this way.
Invest in Health and Stamina first: Unlock Health Level 4 and Stamina Level 4 as your first skill investments. Then purchase Nature's Echo from the green skill tree after unlocking Forward Slash and Keen Senses.
Activate Abyss Nexus points: Abyss Nexus points serve as fast travel locations. Activate every one you find to save travel time across Pywel.
Explore before advancing: Each region is packed with side content, hidden chests, Sealed Abyss Artifacts, and Memory Fragments. Side exploration provides crucial gear, skills, and Abyss Artifacts that make main story encounters much easier.
Upgrade camp facilities: The Greymane Camp grows stronger as you invest resources. Prioritize the blacksmith and alchemy lab for combat advantages.
Use companion dispatch: Send idle companions on resource-gathering and fortress-weakening missions. This provides passive income and softens later encounters.
Keep all three characters geared: After unlocking Damiane and Oongka, keep their equipment and skills upgraded. Some boss fights force you to play as a specific character (Oongka vs One-Armed Ludvig in Chapter 8, Damiane vs Lucian Bastier in Chapter 8).
Check notice boards: Liberated locations have notice boards that unlock faction quests with additional rewards and story context.