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Main Story Walkthrough: All 12 Chapters & Quest Solutions
Crimson Desert

Main Story Walkthrough: All 12 Chapters & Quest Solutions

Follow Kliff and the Grey Wolves through Crimson Desert's 12 main chapters. Includes quest solutions, investigation answers, and boss strategies.

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Main Story Walkthrough: All 12 Chapters & Quest Solutions

Follow Kliff and the Grey Wolves through Crimson Desert's 12 main chapters. Includes quest solutions, investigation answers, and boss strategies.

Crimson Desert's main story follows Kliff and the Grey Wolves mercenary company through a Prologue, twelve main chapters, and an Epilogue across the continent of Pywel. This walkthrough provides solutions for key quests, investigation answers, boss strategies, and details the consequences of important dialogue choices. The main story can be completed in approximately 35-45 hours. Key choices impact companion relationships, available side content, and one of two endings.

Prologue Dead of Night 2 items
Teaches basic combat (light attacks, heavy attacks, dodge rolling) and the companion system.
Choice: Prioritize saving the supply cart (bonus supplies, slight reduction in Juna's affection) or helping Juna fight soldiers (early affection boost, Juna's companion quest available sooner). Helping Juna is recommended.
Ch. 1 A Wolf Without a Pack 3 items
Focuses on open world, crafting, and survival mechanics.
Investigation answers: First Camp — 'The fire was extinguished with water, not left to die'; Second Camp — 'Boot prints head east toward the river crossing'; Third Camp — 'The wolf carving on the tree matches Martius's style.'
Boss: Drieghan Direwolf. Dodge its lunge attack and punish with light attacks.
Ch. 2 Reunion in Serendia 4 items
Introduces base camp system, companion dispatch, and faction reputation.
Main quest: Clear a bandit stronghold in the Thornwood.
Boss: Grash the Butcher. Dodge his three-hit combo and punish during his recovery. At half health, he enters a rage state.
Choice: Execute Grash (raises Militia reputation, Martius disapproves) or spare him (lowers Militia reputation, opens a later side quest).
Ch. 3 The Gathering Storm 3 items
Focuses on building alliances. Travel to Veldran to negotiate with the Merchant Consortium.
Negotiation sequence: 'We protect what is ours', 'Fair terms benefit everyone', 'The Empire takes; we trade'. Incorrect responses result in worse trade prices.
Boss: Consortium enforcer. Uses dual daggers and is weak to heavy attacks.
Ch. 4 The Gathering Storm 4 items
Deepens political intrigue, discovering an Imperial spy.
Investigation: Five crime scenes, three NPCs to interrogate. The spy is Councilor Hendrick.
Key evidence: Encoded letter (requires cipher from Serendia Library side quest), Imperial signet ring, tavern keeper's testimony.
Confronting Hendrick triggers a chase and a duel. He uses a rapier and shield; guard-break attacks are essential.
Ch. 5 Deepening Conflict 3 items
Takes you into Abyss-touched ruins beneath the Drieghan mountains.
Encounter Abyssal enemies and learn about the ancient threat.
Dungeon puzzles: Rotating stone pillars to align light beams (Sun, Moon, Star from left to right), activating pressure plates in a shown sequence.
Ch. 6 Deepening Conflict 3 items
Continues the exploration of the Abyss-touched ruins.
Features more environmental puzzles and combat against Abyssal creatures.
Key choice: Whether to trust a mysterious NPC offering aid, which affects companion trust levels.
Tips
  • Pay attention to investigation details to uncover all clues.
  • Master dodging and punishing enemy attack patterns for boss fights.
  • Consider the long-term consequences of dialogue choices, especially regarding companion relationships and faction reputation.
  • The cipher for Councilor Hendrick's letter is obtained from the Serendia Library side quest.

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